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What is your Opinion of GURPS?
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<blockquote data-quote="Conaill" data-source="post: 1456469" data-attributes="member: 1264"><p>I think that's mainly because such monitoring <em>is</em> less of a burden in GURPS than it would be in D&D, because it typically only needs to be done *once*, when the character is created. Rather than every bloody single time the character levels up and wants to add some new 3-rd party feat which may or may not throw off the balance of the entire game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The same argument can be made regarding the earlier mentioned difference between a well-designed or poorly-designed character with the same point total in GURPS: If the GM is willing to put in a fairly minimal amount of effort *once* at character creation, it's pretty easy to make sure all the character start out reasonably balanced. After that initial investment (probably something like 1/2 hour per player for a 100-pt character - not much more time than it takes to double check the numbers on a D&D character sheet), the burden on the GM should be much less than in D&D, because characters change much more organically over time.</p></blockquote><p></p>
[QUOTE="Conaill, post: 1456469, member: 1264"] I think that's mainly because such monitoring [i]is[/i] less of a burden in GURPS than it would be in D&D, because it typically only needs to be done *once*, when the character is created. Rather than every bloody single time the character levels up and wants to add some new 3-rd party feat which may or may not throw off the balance of the entire game ;) The same argument can be made regarding the earlier mentioned difference between a well-designed or poorly-designed character with the same point total in GURPS: If the GM is willing to put in a fairly minimal amount of effort *once* at character creation, it's pretty easy to make sure all the character start out reasonably balanced. After that initial investment (probably something like 1/2 hour per player for a 100-pt character - not much more time than it takes to double check the numbers on a D&D character sheet), the burden on the GM should be much less than in D&D, because characters change much more organically over time. [/QUOTE]
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