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What's your opinion of GURPS?
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<blockquote data-quote="Vaxalon" data-source="post: 995602" data-attributes="member: 789"><p>I played GURPS for a LONG time.</p><p></p><p>I even wrote a few articles for Pyramid magazine.</p><p></p><p>Pros:</p><p></p><p>Very detailed setting information. Some of the best supplements in the business. Lots of crunch, lots of cream, always well organized, with great bibliographies.</p><p></p><p>Very detailed, but at the same time, unified resolution mechanic.</p><p></p><p>Cons:</p><p></p><p>Clunky, slow combat resolution system. Depending on the options you choose, it can take as many as nine die rolls to resolve one combat action. One-second combat rounds mean that cinematic, long-running action scenes are VERY hard to create, and even harder to complete in a single session.</p><p></p><p>Character generation system very prone to one trick ponies and minimaxing. In DnD, you can tell people, "fifth level character, 32 point buy, standard wealth" and they can pretty much be trusted to make a balanced, useful character. You can't do that in GURPS... you have to hold people's hands through character creation.</p><p></p><p>No good "threat" system, that is, no way to adjust how threatening a particular encounter is to the combat abilities of the PC's.</p><p></p><p>"Disadvantages" are handled in a fashion that many games have, rightly, been moving away from in more modern games. Disads give you points at character creation, which rewards "forgetting" about them. Check out Nobilis for a better system, whereby REMEMBERING the disads, and working them in, is rewarded.</p></blockquote><p></p>
[QUOTE="Vaxalon, post: 995602, member: 789"] I played GURPS for a LONG time. I even wrote a few articles for Pyramid magazine. Pros: Very detailed setting information. Some of the best supplements in the business. Lots of crunch, lots of cream, always well organized, with great bibliographies. Very detailed, but at the same time, unified resolution mechanic. Cons: Clunky, slow combat resolution system. Depending on the options you choose, it can take as many as nine die rolls to resolve one combat action. One-second combat rounds mean that cinematic, long-running action scenes are VERY hard to create, and even harder to complete in a single session. Character generation system very prone to one trick ponies and minimaxing. In DnD, you can tell people, "fifth level character, 32 point buy, standard wealth" and they can pretty much be trusted to make a balanced, useful character. You can't do that in GURPS... you have to hold people's hands through character creation. No good "threat" system, that is, no way to adjust how threatening a particular encounter is to the combat abilities of the PC's. "Disadvantages" are handled in a fashion that many games have, rightly, been moving away from in more modern games. Disads give you points at character creation, which rewards "forgetting" about them. Check out Nobilis for a better system, whereby REMEMBERING the disads, and working them in, is rewarded. [/QUOTE]
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