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What's your opinion of GURPS?
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<blockquote data-quote="shadow" data-source="post: 1000919" data-attributes="member: 2182"><p>I've played GURPS for some time so I feel the need to chime in. There are advantage and disadvantages to GURPS(No pun intended)</p><p></p><p>Pros: </p><p>1.Character creation allows very diverse characters. There are hundreds of advantages, disadvantages, and skills to choose from. Disadvantages are actually pretty fun to roleplay. (Although the DM probably should have some say in character creation lest players take advantage of loopholes.)</p><p></p><p>2. The rules are loose enough to adapt to most genres. The core book covers magic, psionics, and tech.</p><p></p><p>3. A variety of source books. For psionics, there is a whole book of psi powers, several tomes of magic (Haven't ever used them so I can't comment on magic), and of course <u>GURPS Hi-Tech</u> has pages and pages of modern/near modern fire arms! Of course there are also tons of historical supplements. (Which unfortunately most are out of print.)</p><p></p><p>Cons:</p><p>1. Characters never really advance. You gain more skill points, which you can use to improve your combat skills, or attributes (attribute advancement has an insanely high cost.), but you never really gain power like in D&D. In D&D higher level characters have tons of hit points and can withstand a lot of damage, but in GURPS high point character don't really get much tougher.</p><p></p><p>2. Combat is DEADLY. Especially if the GM doesn't allow cinematic advantages. A mere 50 point character armed with a gun can easily take out a 500 point character, especially if he gets the first shot off. (I've seen this happen before.)</p><p></p><p>3. It takes a lot more work on the part of the GM. The core rule book provides rules for many situations, but doesn't give any type of setting assumptions. Moreover, although the core rules provide rules for magic, psionics, and various weapons, they leave something to be desired. (The list of magic spells and psi powers is somewhat short.) And more genre specific things are not covered in the core rules. Hence you have to go out and buy at least two or three more books before you can really play. Also, the supplements give advice on creating the genre or the time period, but they don't have a prepackaged world, or sample adventures like Forgotten Realms, which places a lot more burden on the GM. </p><p></p><p>Is GURPS good? It depends on your tastes. I personally like it for cyberpunk and near future adventures (Although I use cinematic rules to keep combat from being too deadly). However, I can't imagine doing fantasy with it. GURPS just doesn't capture the spirit of high fantasy of adventure for me.</p></blockquote><p></p>
[QUOTE="shadow, post: 1000919, member: 2182"] I've played GURPS for some time so I feel the need to chime in. There are advantage and disadvantages to GURPS(No pun intended) Pros: 1.Character creation allows very diverse characters. There are hundreds of advantages, disadvantages, and skills to choose from. Disadvantages are actually pretty fun to roleplay. (Although the DM probably should have some say in character creation lest players take advantage of loopholes.) 2. The rules are loose enough to adapt to most genres. The core book covers magic, psionics, and tech. 3. A variety of source books. For psionics, there is a whole book of psi powers, several tomes of magic (Haven't ever used them so I can't comment on magic), and of course [U]GURPS Hi-Tech[/U] has pages and pages of modern/near modern fire arms! Of course there are also tons of historical supplements. (Which unfortunately most are out of print.) Cons: 1. Characters never really advance. You gain more skill points, which you can use to improve your combat skills, or attributes (attribute advancement has an insanely high cost.), but you never really gain power like in D&D. In D&D higher level characters have tons of hit points and can withstand a lot of damage, but in GURPS high point character don't really get much tougher. 2. Combat is DEADLY. Especially if the GM doesn't allow cinematic advantages. A mere 50 point character armed with a gun can easily take out a 500 point character, especially if he gets the first shot off. (I've seen this happen before.) 3. It takes a lot more work on the part of the GM. The core rule book provides rules for many situations, but doesn't give any type of setting assumptions. Moreover, although the core rules provide rules for magic, psionics, and various weapons, they leave something to be desired. (The list of magic spells and psi powers is somewhat short.) And more genre specific things are not covered in the core rules. Hence you have to go out and buy at least two or three more books before you can really play. Also, the supplements give advice on creating the genre or the time period, but they don't have a prepackaged world, or sample adventures like Forgotten Realms, which places a lot more burden on the GM. Is GURPS good? It depends on your tastes. I personally like it for cyberpunk and near future adventures (Although I use cinematic rules to keep combat from being too deadly). However, I can't imagine doing fantasy with it. GURPS just doesn't capture the spirit of high fantasy of adventure for me. [/QUOTE]
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