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What's your opinion of GURPS?
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<blockquote data-quote="WizarDru" data-source="post: 995600" data-attributes="member: 151"><p>I used GURPS as my core system for about 15+ years, prior to 3E. I think it's a great system...but I don't use it any longer. For one reason, GURPS requires a lot more work on the part of the DM...and with my free-time rapidly decreasing, it becomes a priority. Second, the combats in GURPS <em>can</em> become more tedious that d20's "swing...swing...swing". They could become "I swing...he parries...I swing...he blocks...I swing...he dodges". I have one-on-one combats that lasted over an hour...and still only took about 20 seconds of real time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>GURPS is extremely flexible, and has some of the best written supplements available. The system allows you to have some very gritty combats, and develop very unique archetypes. </p><p></p><p>What doesn't the system do well? Well, first two of the four primary stats are more valuable, namely INT and DEX, since 95% of all skills are based on these...and in a skill-based system, that means an awful lot. Parts of the system can be dull and flavorless, without significant contributions, and the system is very vulnerable to min-maxing, which leads to the increased DM responsibility. </p><p></p><p>GURPS does more realistic genres far better than cinematic ones, and breaks down at higher-power levels. Having run a fantasy game for over 10 years and a supers game for 8 in GURPS, I can say this from experience. Particularly in SUPERS, where the feel is very different from the four-color feel of, say, M&M or Champions. It can be made to work that way, but only with a large amount of tweaking.</p><p></p><p>Overall, I'd recommend the system, especially if you prefer a realistic game, or like to try different campaigns or settings on a regular basis.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 995600, member: 151"] I used GURPS as my core system for about 15+ years, prior to 3E. I think it's a great system...but I don't use it any longer. For one reason, GURPS requires a lot more work on the part of the DM...and with my free-time rapidly decreasing, it becomes a priority. Second, the combats in GURPS [i]can[/i] become more tedious that d20's "swing...swing...swing". They could become "I swing...he parries...I swing...he blocks...I swing...he dodges". I have one-on-one combats that lasted over an hour...and still only took about 20 seconds of real time. :) GURPS is extremely flexible, and has some of the best written supplements available. The system allows you to have some very gritty combats, and develop very unique archetypes. What doesn't the system do well? Well, first two of the four primary stats are more valuable, namely INT and DEX, since 95% of all skills are based on these...and in a skill-based system, that means an awful lot. Parts of the system can be dull and flavorless, without significant contributions, and the system is very vulnerable to min-maxing, which leads to the increased DM responsibility. GURPS does more realistic genres far better than cinematic ones, and breaks down at higher-power levels. Having run a fantasy game for over 10 years and a supers game for 8 in GURPS, I can say this from experience. Particularly in SUPERS, where the feel is very different from the four-color feel of, say, M&M or Champions. It can be made to work that way, but only with a large amount of tweaking. Overall, I'd recommend the system, especially if you prefer a realistic game, or like to try different campaigns or settings on a regular basis. [/QUOTE]
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