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What is your Opinion of GURPS?
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<blockquote data-quote="WizarDru" data-source="post: 1450901" data-attributes="member: 151"><p>The issue isn't whether or not IQ and DX really ARE more valuable or not, but that the cost of ST and HT are the same, and that having only two important stats results in homogeneity, something that Psion hit on earlier. All GURPS mages eventually had all the same spells, regardless of the system's flexibilty. All fighters ended up taking the same stock advantages, and many folks always took certain disadvantages. I played GURPS for 15 years, and enjoyed it (and yes, we had an 8-year running GURPS Supers game). But I recognized many of its flaws, as I have discussed on this topic each time it periodically comes up. Heck the last time it came up was just before they announced that a 4th-edition was finally going to be made. Further, this imbalance in stats made certain advantages and disadvantages extremely unbalanced (Eidetic Memory comes to mind).</p><p> </p><p>There are some strong ineherint advantages to GURPS, and some serious flaws in it. My first reaction to D&D 3e was that they had ripped some of the best parts of GURPS, without taking some of it's inherent flaws. 3e took GURPS off of our gaming lexicon and marginalized it.</p><p> </p><p>As for SJG's staff, I have met several of them, and they were decent folk. I will say that I've met SJ about four times, and he's an OK guy. He can be contentious and arrogant at times, a fact he himself readily admits. But as an industry survivor for what, 25+ years now? I think he's allowed <em>a little. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></em></p></blockquote><p></p>
[QUOTE="WizarDru, post: 1450901, member: 151"] The issue isn't whether or not IQ and DX really ARE more valuable or not, but that the cost of ST and HT are the same, and that having only two important stats results in homogeneity, something that Psion hit on earlier. All GURPS mages eventually had all the same spells, regardless of the system's flexibilty. All fighters ended up taking the same stock advantages, and many folks always took certain disadvantages. I played GURPS for 15 years, and enjoyed it (and yes, we had an 8-year running GURPS Supers game). But I recognized many of its flaws, as I have discussed on this topic each time it periodically comes up. Heck the last time it came up was just before they announced that a 4th-edition was finally going to be made. Further, this imbalance in stats made certain advantages and disadvantages extremely unbalanced (Eidetic Memory comes to mind). There are some strong ineherint advantages to GURPS, and some serious flaws in it. My first reaction to D&D 3e was that they had ripped some of the best parts of GURPS, without taking some of it's inherent flaws. 3e took GURPS off of our gaming lexicon and marginalized it. As for SJG's staff, I have met several of them, and they were decent folk. I will say that I've met SJ about four times, and he's an OK guy. He can be contentious and arrogant at times, a fact he himself readily admits. But as an industry survivor for what, 25+ years now? I think he's allowed [i]a little. :)[/i] [/QUOTE]
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