

I think there are some improvements in 4e, but in practice I end up applying those improvements to 3e and combining the parts I like best with the optional rules and house rules I like. GURPS 1e and 2e Basic Sets are a dream of simplicity by comparison, and I think the 3e Basic Set is vastly more digestible, and I prefer the style.
Gurps 3rd edition faq full#
Even I, who memorized most of 3e and who can GM GURPS without books, find the 4e Basic Set mostly overwhelming, too long and too full of character options that I will mostly never, ever, ever, use, and so are in the way of digesting or learning the system.
But the 4e Basic Set is a monster too enormous and wide-ranging to be suitable as an intro for many new players. I also like that it incorporates a few of my house rules from 3e more or less as I developed them before 4e, which I think are good and important (mainly some of the changes to how defenses work). GURPS 4e is great as an integration of everything into one toolkit for building a campaign, and for making a heroic effort to integrate everything and work even more consistently than 3e with all sorts of genres, play styles and settings. I'm still fairly happy with GURPS, although I have my quibbles and house rules. Still a favorite, though it cultivated our interests and tastes for detailed tactical combat that felt right, to the point that we out-grew TFT after several years of heavy play, just in time for GURPS to come out. Overall I like GURPS 4th edition over 3e. Also 4th edition has stuff like Dungeon Fantasy, Monster Hunters, Actions which are far more useful out of the box than what 3rd edition had. For example the magic system presented in GURPS Cabal and GURPS Voodoo has gotten a much better (mechanics wise) presentation in Ritual Path Magic. Much of 4th editions is also a second bite at the same apple. There is something that is in alpha that is used as the foundation for stuff like GURPS Starships which use a modular system for it design sequence. There is no GURPS 4e Vehicles like the infamous GURPS 3rd edition Vehicles. GURPS 4e is not as rich as 3rd edition in that regard. But on the other hand, if you like to play around with number and build stuff like starships and Vehicles. Keep in mind that was all from what was found in the core books.Īnother difference is that the 4e genre books are much more comprehensive.
Gurps 3rd edition faq pdf#
As can be seen with this fan made PDF called GURPS Advantages. And it is a better toolkit for special abilities overall for the same reason supers are better. With supers 4th edition is far superior to 3rd. In terms of system the differences are minor if you stick with fantasy or realistic genres. Nowadays, if I want generic I'll go with Savage Worlds for expediency and "cinematic" action, or BRP (by way of Mythras) for grit and grime.Ĭlick to expand.4th edition is the better reference in terms of presentation. (It's no accident both GURPS and Hero were some of the first game to develop character generation apps.)
Gurps 3rd edition faq free#
Nevertheless, GURPS today suffers from the same problem that made me skip the above-mentioned Hero System - I no longer have the free time demanded to master it, and the idea of creating a character without the aid of an app makes me cringe. Perhaps if I'd caved in years back I'd be a big ol' GURPS-head today.

I only really found my S&S game with Runequest/Mythras, a few years back. Nor the fantastic GURPS Conan, which teased me for months from a bookstore shelf before disppearing, and was the best Hyborian Age gazetteer before Mongoose's Road of Kings for d20 Conan. I played a lot of it but silly kiddie prejudices made me never pick it up. GURPS was a Big Deal back in the day (early 90s) down here it was the first RPG translated for and marketed specifically to Brazil, beating even D&D to the punch (the Red Box had a 1980s Portuguese translation, from a Portuguese editor, and thus was technically still an import here).
