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The big changes between GURPS 3e and 4e are in the ability scores, secondary characteristics and the skill costs.
GURPS 3RD EDITION MAGERY HIGHER THAN 3 SERIES
Psionics advantage-based, rather than skill-based, and reportedly fixed.Ī strange mixture of publication strategies where a subject is either encompassed in one hardback book, in one thinner softback or across a series of PDFs. Percentile modifiers to traits much like Hero. Modern day shifted to TL8, ultra-tech TLs revamped and capped at TL12. Talents improve a specific set of skills, encouraging specialisation rather than high IQ/DX polymaths. Skills are a relative value based off an attribute or characteristic (ST, DX, HT, IQ, Will or Per), allowing a roll to use a different attribute to normal. Languages are levelled advantages, rather than skills. Will, Perception, FP and HP are secondary charactersitics based off a primary attribute.įlat costs of attributes with DX and IQ being 20 per point and ST and HT being 10. However, 4th does boast some improvements: (from )
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The plethora of books also makes it more attractive in my opinion. I feel like 3rd edition was easier to learn. (FWIW, I am not interested in GURPS Traveller except as background material because I'm happy enough with MongTrav's system, if that changes things.) Would that be a fair assessment, or am I steering in the wrong direction?įor bonus points, what are the best GURPS supplements? In particular I am interested in those which manage to encapsulate the genre or setting they describe without having to incorporate heaps of extra crunch. The inclusions of the two Compendia as core seems to have coincided with a shift to high-crunch in both the core rules and the supplement line, whilst 4E seems to include a bunch of stuff in its core rules which I would tend to prefer to delegate to genre-specific supplements.
GURPS 3RD EDITION MAGERY HIGHER THAN 3 PLUS
I'm not likely to use it for a cross-genre campaign so it doesn't particularly matter to me if there's scaling problems between supplement books, but at the same time Basic Set + GURPS (Genre) should ideally cover most of the stuff I'd want to do with a particular genre and not include much stuff that quite clearly falls outside (genre), with a minimum of excess crunch.Īt the moment, it seems to me that 3E plus the earlier 3E supplements seems the way to go. My preference would be to go for whichever has the simplest core - let the heart of the system be the absolute basics, and have all the genre-specific stuff be stuff shepherded in on a case-by-case basis from supplements. Been looking to get into GURPS but was wondering whether to go for 3rd or 4th edition.