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What's your opinion of GURPS?
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<blockquote data-quote="taliesin52" data-source="post: 996906" data-attributes="member: 7844"><p>That's not entirely true. Certain rulesets favour high-action/heroics/cinematics. In games like BESM/d20/Star Wars(d6) you could state "I'm going to swing across that rope shooting my pistol from one hand, do a backflip and land on my enemy's head and punch the man next to him" with at least a modicrum of success. However in other systems like BoohHill or GURPS (with every optional rule like bleeding in effect, not basic GURPS) it would be lunacy and nearly totally impossible. Hell, in BootHill you'll be lucky to survive a straight-up fair gunfight most of the time. Ok, enough quoting of 20 year old game systems. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>While you can play any game with any style you want, you're not going to have much fun if the ruleset isn't designed for high-heroics. That's not to say eitiher ruleset is better than the other, just that they're different.</p><p></p><p>As to GURPS, its a system I love. The sourcebooks are beyond being well written and indeed many could be cited effectivly in an historical or topical (current events/social systems) research report reliably. Even if you don't play GURPS favouring say.... d20 Modern, I wouldn't hesitate to pick up some of the GURPS sourcebooks for information. </p><p></p><p>GURPS is good for multiple genre gaming. D20 is ok at this, but there are significant rule differences between D20 Fantasy (DnD) and D20 Modern for example. In GURPS the same mechanics are used, just the equipment is different and the skill choices are different (Piloting or Firearms isn't useful in a fantasy game but neither is magic knowledge useful in a modern game without magic).</p><p></p><p>GURPS offers a plethora of levels of play anywhere from GURPS-lite to the actual printed book to the addition of various special rules (I cannot stress enough not to use the bleeding rules <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=":)" /> ). On top of this the number of published generes available are many. Some of the rules can be difficult to learn and/or use. Magic can be a pain in the butt using flowcharts and whatnot, and firearms are both highly deadly and somewhat complicated when the full use of snapshot, accuracy, etc... are factored in. However, you do not need to use all those rules to make a balanced game.</p><p></p><p>As GURPS is a point based system, it probably can lean towards min-maxing. However, I've never seen this as much of a problem. Simply put you need to focus on a few skills like dodge regardless of what your character concept is. And while your 200 point CIA superspy may be the best at getting information out of people or hacking computers (because you chose that as a speciality and min-maxed yourself thus), you're still as likely (ok mostly likely) to die at the hands of a 50pt character who's focused on combat. </p><p></p><p>I agree with (i think it was) KDL who said 4th edition is more than overdue. It is. There have been quite a few changes and innovations in the gaming industry and Steve Jackson (a rather personable guy who saved my college gaming organization from ruin) should take advantage of that. Hopefully we'll see a good serious revision in the next year or three, one which is as large of a change as 2nd ed. D&D was to 3rd. ed. D&D, while still being able to cross genres.</p></blockquote><p></p>
[QUOTE="taliesin52, post: 996906, member: 7844"] That's not entirely true. Certain rulesets favour high-action/heroics/cinematics. In games like BESM/d20/Star Wars(d6) you could state "I'm going to swing across that rope shooting my pistol from one hand, do a backflip and land on my enemy's head and punch the man next to him" with at least a modicrum of success. However in other systems like BoohHill or GURPS (with every optional rule like bleeding in effect, not basic GURPS) it would be lunacy and nearly totally impossible. Hell, in BootHill you'll be lucky to survive a straight-up fair gunfight most of the time. Ok, enough quoting of 20 year old game systems. :D While you can play any game with any style you want, you're not going to have much fun if the ruleset isn't designed for high-heroics. That's not to say eitiher ruleset is better than the other, just that they're different. As to GURPS, its a system I love. The sourcebooks are beyond being well written and indeed many could be cited effectivly in an historical or topical (current events/social systems) research report reliably. Even if you don't play GURPS favouring say.... d20 Modern, I wouldn't hesitate to pick up some of the GURPS sourcebooks for information. GURPS is good for multiple genre gaming. D20 is ok at this, but there are significant rule differences between D20 Fantasy (DnD) and D20 Modern for example. In GURPS the same mechanics are used, just the equipment is different and the skill choices are different (Piloting or Firearms isn't useful in a fantasy game but neither is magic knowledge useful in a modern game without magic). GURPS offers a plethora of levels of play anywhere from GURPS-lite to the actual printed book to the addition of various special rules (I cannot stress enough not to use the bleeding rules :) ). On top of this the number of published generes available are many. Some of the rules can be difficult to learn and/or use. Magic can be a pain in the butt using flowcharts and whatnot, and firearms are both highly deadly and somewhat complicated when the full use of snapshot, accuracy, etc... are factored in. However, you do not need to use all those rules to make a balanced game. As GURPS is a point based system, it probably can lean towards min-maxing. However, I've never seen this as much of a problem. Simply put you need to focus on a few skills like dodge regardless of what your character concept is. And while your 200 point CIA superspy may be the best at getting information out of people or hacking computers (because you chose that as a speciality and min-maxed yourself thus), you're still as likely (ok mostly likely) to die at the hands of a 50pt character who's focused on combat. I agree with (i think it was) KDL who said 4th edition is more than overdue. It is. There have been quite a few changes and innovations in the gaming industry and Steve Jackson (a rather personable guy who saved my college gaming organization from ruin) should take advantage of that. Hopefully we'll see a good serious revision in the next year or three, one which is as large of a change as 2nd ed. D&D was to 3rd. ed. D&D, while still being able to cross genres. [/QUOTE]
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