GURPS gets a modern polish, trying to clean things up, get rid of some blemishes,
and all around bring GURPS into the 21st century. How well do they succeed? It's a respectable effort, which will be well recieved by GURPS fans, as well as fans of similar systems.
Post originally by unterhund at 2004-09-17 07:17:44
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Very thorough (except for psionics) and honest, especially psionics. Basically, it's the same old GURPS, with most of the changes freely available in GURPS Lite, then. Thank you.
Post originally by Shumway at 2004-09-17 11:23:45
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Nice review, but in need of a couple clarifications:
<i>D20 feats under another name</i>
No, although some techniques (e.g., Whirlwind Attack) are certainly D&D-influenced. They're more akin to sub-skills.
<i>This is a huge improvement. I like what's here. It's a nice system, with a reasonable way of handling spells in a point-buy system like GURPS.</i>
The magic system hasn't changed much from 3e.
Post originally by Ian Noble at 2004-09-17 12:37:48
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Concise, complete, coherent, not rambling, neither fanboyish praise nor a slam from a disgruntled ex-player. It told me what I need to do to make an informed purchase on need vs. expectation.
Post originally by Phil Masters at 2004-09-17 12:56:23
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<<Basically, it's the same old GURPS, with most of the changes freely available in GURPS Lite, then.>>
Not really, no. Just as examples - Secondary Characteristics, Affliction, and Innate Attacks are none of them in *Lite*, and are significant additions.
Post originally by Rev. Pee Kitty at 2004-09-17 13:45:42
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I'd have to agree strongly. This was neither overwritten nor underwritten, and came across as very fair and balanced. If I were an undecided person, this would give me a very good idea of whether GURPS/4E would be good for me.
Post originally by Rev. Pee Kitty at 2004-09-17 13:50:14
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<I>Shumway wrote:
-------------------------------
The magic system hasn't changed much from 3e.</I>
I disagree. While it's remained the same in concept (Magery, spells as skills, powered by fatigue), several changes have been made to seriously streamline spellcasting in combat.
The greatest change, of course, is that spells now go off at the end of your Concentrate maneuver. I think, I roll, I cast. No more of this "hang on to it and it goes of as some sort of 'free action' at the beginning of your next turn" insanity. The use of spells has been simplified, too. Throwing a fireball is now a normal attack maneuver -- mages throw fireballs the way fighters throw knives; no special cases.
Also, the whole section has been reworded and re-edited with an expert hand (IMO). I found the magic system in 4E easier to follow and understand.
So, in this case, I'd say it's the little things that added up to make such a difference. The fact that the reviewer perceived the two magic systems so differently speaks volumes, here.
Post originally by Rev. Pee Kitty at 2004-09-17 14:01:20
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<I>Phil Masters wrote:
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<<Basically, it's the same old GURPS, with most of the changes freely available in GURPS Lite, then.>>
Not really, no. Just as examples - Secondary Characteristics, Affliction, and Innate Attacks are none of them in *Lite*, and are significant additions.</I>
Psionics as well, which have been significantly changed from 3E (for the better, IMHO). I realize that the reviewer may dislike psionics, but many of us enjoy them, and they are most assuredly nothing like magic. (At least, they use nothing resembling the Magic system.) They're natural abilities, not spells... and I'd describe them now as "more Hero-like, but without being bought in levels, for the most part".
Post originally by Ezekiel Black at 2004-09-17 14:27:45
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Still GURPS? Great, then I know I dislike it severely.
Thanks for the review! Very informative, even if you skipped the Psionics chapter (I'm not a fan of Psionics either, so I probably would have skipped that portion of the review if it were there)
Post originally by nanoboy at 2004-09-17 19:38:17
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I didn't think that the magic system changed that either. At least in GURPS 3E Revised and GURPS Magic (for 3E) you had a concentrate maneuver. If it didn't exist, I wouldn't remember using it....