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What's your opinion of GURPS?
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<blockquote data-quote="bret" data-source="post: 997360" data-attributes="member: 713"><p>I really like GURPS, whereas I find D20/DnD3E barely tolerable.</p><p></p><p>Things I like about GURPS include:</p><ul> <li data-xf-list-type="ul">Skills are given a difficulty, but the difficulty is the same for any character learning it. You don't have it being twice as difficult for a mage to learn to swim or climb than a warrior.</li> <li data-xf-list-type="ul">Picking up a new skill is just a matter of time and training. No waiting for next level before you can learn to climb/swim/apply first aid/etc. I find it easier to get into the game because things work closer to how they would in the real world. When mixing genre, this can be a big thing. Never seen a gun before? Take a gun training course, within a few weeks you will be an adequate shot assuming full time training.</li> <li data-xf-list-type="ul"> You're hit points are fairly static. Over the course of a campaign, it is highly unlikely that you will double your hit points. You will probably get better equipment, allowing you to survive some things that you couldn't before, but without your equipment the dagger thrust in the heart is still extremely deadly. Some threats will always be extremely deadly, regardless of power level.</li> <li data-xf-list-type="ul"> You can build the type of character you want. No straight-jacket. If you want a warrior who casts spells, that works. If you want a mage that is a skilled seaman with all the appropriate skills, no problem. If you want an archeologist that is extremely lucky, go for it. With D20, I'm constantly finding myself fighting the rules to try and create the type of character that I want.</li> <li data-xf-list-type="ul">Characters of vastly different point levels can still work together in a team. You don't have the problem where a 1st level character would just get squashed in any combat a 5th level group gets involved in.</li> </ul><p></p><p>There are several things that people have problems with in GURPS.</p><ul> <li data-xf-list-type="ul"> Things aren't balanced, just because you paid 8 points for a skill doesn't mean that skill is as useful as a different skill. The system is fair (in that any character had an opportunity to take the advantage or learn the skill), but it isn't balanced. The rules assume that the characters will choose what skills they will find useful. Being an expert swimmer just isn't going to help in a desert campaign, but survival (desert) also isn't going to help you swim a river.</li> <li data-xf-list-type="ul"> Choose which rules you are using. There are a *lot* of optional rules in GURPS, don't even attempt to use them all. Choose the focus of your campaign, use the rules that are appropriate for the level of detail you want. You might even choose to only use some rules in special occations. For example, you might choose to only use the most basic combat rules in normal fights -- reserving called shots, random critical hit determination, and other advanced rules for the climatic battles. As another example, if someone has a reasonable skill in driving, reserve the skill rolls for when they are doing tricks, not when they are going to the market.</li> <li data-xf-list-type="ul"> Build a team, not a group of individuals. Have a link between the character, and build characters whose skills match their backgrounds.</li> </ul><p></p><p></p><p>Some of the things I like about GURPS others are going to hold as disadvantages. That is fine, I'm not someone who says all games must use the same system. Personally, I have three that are my favorites depending on campaign type:</p><ul> <li data-xf-list-type="ul"> GURPS for the Sci Fi and exagerated realistic campaign. These campaigns are not quite as deadly as reality would be, but they also aren't wuxia. They are things that may streatch the participants belief, but aren't so far out there that people say it is rediculous.</li> <li data-xf-list-type="ul"> Feng Shui for Action. When you want wuxia, this is the system. Want to do a back flip off the current motercycle, kicking the driver in the head, and land on the cycle behind it? No problem. James Bond is a beginning character type in this system.</li> <li data-xf-list-type="ul"> Champions/Hero for 4-color comic book action. Lethalness is greatly reduced, the normal person can withstand stuff that would kill you in reality. Superpowers abound. The system is balanced by the cost of effects.</li> </ul><p></p><p>Regardless of if you like GURPS or not, check out the worldbooks. Even people that absolutely hate the system find the world books to be interesting and useful.</p></blockquote><p></p>
[QUOTE="bret, post: 997360, member: 713"] I really like GURPS, whereas I find D20/DnD3E barely tolerable. Things I like about GURPS include: [list] [*]Skills are given a difficulty, but the difficulty is the same for any character learning it. You don't have it being twice as difficult for a mage to learn to swim or climb than a warrior. [*]Picking up a new skill is just a matter of time and training. No waiting for next level before you can learn to climb/swim/apply first aid/etc. I find it easier to get into the game because things work closer to how they would in the real world. When mixing genre, this can be a big thing. Never seen a gun before? Take a gun training course, within a few weeks you will be an adequate shot assuming full time training. [*] You're hit points are fairly static. Over the course of a campaign, it is highly unlikely that you will double your hit points. You will probably get better equipment, allowing you to survive some things that you couldn't before, but without your equipment the dagger thrust in the heart is still extremely deadly. Some threats will always be extremely deadly, regardless of power level. [*] You can build the type of character you want. No straight-jacket. If you want a warrior who casts spells, that works. If you want a mage that is a skilled seaman with all the appropriate skills, no problem. If you want an archeologist that is extremely lucky, go for it. With D20, I'm constantly finding myself fighting the rules to try and create the type of character that I want. [*]Characters of vastly different point levels can still work together in a team. You don't have the problem where a 1st level character would just get squashed in any combat a 5th level group gets involved in. [/list] There are several things that people have problems with in GURPS. [list] [*] Things aren't balanced, just because you paid 8 points for a skill doesn't mean that skill is as useful as a different skill. The system is fair (in that any character had an opportunity to take the advantage or learn the skill), but it isn't balanced. The rules assume that the characters will choose what skills they will find useful. Being an expert swimmer just isn't going to help in a desert campaign, but survival (desert) also isn't going to help you swim a river. [*] Choose which rules you are using. There are a *lot* of optional rules in GURPS, don't even attempt to use them all. Choose the focus of your campaign, use the rules that are appropriate for the level of detail you want. You might even choose to only use some rules in special occations. For example, you might choose to only use the most basic combat rules in normal fights -- reserving called shots, random critical hit determination, and other advanced rules for the climatic battles. As another example, if someone has a reasonable skill in driving, reserve the skill rolls for when they are doing tricks, not when they are going to the market. [*] Build a team, not a group of individuals. Have a link between the character, and build characters whose skills match their backgrounds. [/list] Some of the things I like about GURPS others are going to hold as disadvantages. That is fine, I'm not someone who says all games must use the same system. Personally, I have three that are my favorites depending on campaign type: [list] [*] GURPS for the Sci Fi and exagerated realistic campaign. These campaigns are not quite as deadly as reality would be, but they also aren't wuxia. They are things that may streatch the participants belief, but aren't so far out there that people say it is rediculous. [*] Feng Shui for Action. When you want wuxia, this is the system. Want to do a back flip off the current motercycle, kicking the driver in the head, and land on the cycle behind it? No problem. James Bond is a beginning character type in this system. [*] Champions/Hero for 4-color comic book action. Lethalness is greatly reduced, the normal person can withstand stuff that would kill you in reality. Superpowers abound. The system is balanced by the cost of effects. [/list] Regardless of if you like GURPS or not, check out the worldbooks. Even people that absolutely hate the system find the world books to be interesting and useful. [/QUOTE]
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