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What's your opinion of GURPS?
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<blockquote data-quote="Sparrow" data-source="post: 1001229" data-attributes="member: 11588"><p>I really like GURPS for some of the reasons people here seem to dislike it. </p><p></p><p>Combats are really deadly (especially missle fire). I like this because it encourages players to avoid combat, something that doesn't happen in most of the D&D games I have played in. True combats are slower, but they have many roleplaying details, which I really enjoy. I like the activeness of trying to parry or dodge, as opposed to the passive dodge modifiers that the dodge feat in D&D gives you. It makes combat more cinematic (for me) because I can picture what happens a lot better. This gets me more into the game. Combat in D&D often seems quite mechanical. </p><p></p><p>I also like that the advancement is very gradual and characters are never really all that powerful, even at very high point levels. A matter of personal taste, I guess; I'm just not super-into being tough or bad-ass. GURPS lets me do plenty of cool things--from combat maneuvers to fast-talking--without requiring that I be an Nth level paladin with a gazillion hit points and a +5 holy avenger to get the Big Bad. In general, think GURPS tends to reward ingenuity and spontaneity over power-gaming, even though it is, as others have noted, vulnerable to min-maxing. </p><p></p><p>I played GURPS for about 7 years; now I play 3e. Someone else posted that in GURPS, shields do something, I would add that so do helmets! Helmets don't seem to add to AC much in D&D, a pet peeve of one of my fellow D&D players. </p><p></p><p>All that said, I agree with previous comments about the magic system. Its really awful, very clunky and uninspired. It may be that the realism that GURPS brings to the game doesn't translate into good rules for magic. They make sense, but they are unthrilling and technical. I like magic in D&D much better, there's a lot more creativity and wierdness in D&D magic, as well as out and out fire-power. </p><p></p><p>My favorite GURPS supplement is Swashbuckling, which is absolutely genius and crazy fun. Perfect for running a game that looks like the movie "Pirates of the Carribbean."</p></blockquote><p></p>
[QUOTE="Sparrow, post: 1001229, member: 11588"] I really like GURPS for some of the reasons people here seem to dislike it. Combats are really deadly (especially missle fire). I like this because it encourages players to avoid combat, something that doesn't happen in most of the D&D games I have played in. True combats are slower, but they have many roleplaying details, which I really enjoy. I like the activeness of trying to parry or dodge, as opposed to the passive dodge modifiers that the dodge feat in D&D gives you. It makes combat more cinematic (for me) because I can picture what happens a lot better. This gets me more into the game. Combat in D&D often seems quite mechanical. I also like that the advancement is very gradual and characters are never really all that powerful, even at very high point levels. A matter of personal taste, I guess; I'm just not super-into being tough or bad-ass. GURPS lets me do plenty of cool things--from combat maneuvers to fast-talking--without requiring that I be an Nth level paladin with a gazillion hit points and a +5 holy avenger to get the Big Bad. In general, think GURPS tends to reward ingenuity and spontaneity over power-gaming, even though it is, as others have noted, vulnerable to min-maxing. I played GURPS for about 7 years; now I play 3e. Someone else posted that in GURPS, shields do something, I would add that so do helmets! Helmets don't seem to add to AC much in D&D, a pet peeve of one of my fellow D&D players. All that said, I agree with previous comments about the magic system. Its really awful, very clunky and uninspired. It may be that the realism that GURPS brings to the game doesn't translate into good rules for magic. They make sense, but they are unthrilling and technical. I like magic in D&D much better, there's a lot more creativity and wierdness in D&D magic, as well as out and out fire-power. My favorite GURPS supplement is Swashbuckling, which is absolutely genius and crazy fun. Perfect for running a game that looks like the movie "Pirates of the Carribbean." [/QUOTE]
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