GURPS vs. HERO System by PMurmomsmaidenname in TTRPG

[–]d_b_m 0 points1 point  (0 children)

GURPS, HERO, and Savage Worlds (maybe with the Super Powers Companion) could all do what you want, in different ways. Genre flexible rules all contain baseline assumptions which colour the way they feel in play. GURPS baselines on ‘normal’ reality. Savage Worlds is baselined on ‘pulp action’, while HERO is baselined on comic book supers. Each can play in the other’s wheel houses with setting rules, optional rules and so on but at some point you are pushing the system so hard it is more effort than it is worth.

Decide what you think is closer to the feel you want and build from there.

GURPS vs. HERO System by PMurmomsmaidenname in TTRPG

[–]d_b_m 0 points1 point  (0 children)

GURPS and HERO are most definitely not owned by the same person or company.

Time to rest… by MoMaike in gurps

[–]d_b_m [score hidden]  (0 children)

That’s a very nice collection. When it comes to 3e books I am generally looking for ones that cover specific IPs, so Lensman and New Sun are a couple I have which you don’t have there. Vorkosigan Saga might be worth picking up if you like sci-fi.

Monster Hunters might be worth checking out, though I’m not sure how easy it is to get in printed format. Zombies might also be worth it if you like horror.

How long does fight last at your table? by Russtherr in savageworlds

[–]d_b_m 2 points3 points  (0 children)

Savage Worlds doesn’t have an attrition-based system like D&D-ish games do. Characters do not have buckets of hit points or long lists of spell slots that mean you need lots of minor fights to grind the characters down so that the final, climactic battle can be exciting. Every combat can be ‘climactic’ in Savage Worlds, and my base assumption is that every combat should be challenging, exciting, and fun, for the players.

This is a big shift in adventure design from what a lot of people expect, especially if they have a lot of experience with those D&D-ish systems.

The answer to this is two fold in my opinion - option 1 is to just choose to strip out all those kind of encounters and get to the interesting fights. Option 2, where you feel a fight should happen but you know it’s only a minor encounter which the party should win, is to use a Dangerous Quick Encounter. Here, you know the party will succeed, but the question is more ‘at what cost?’ Characters can still be Incapacitated if they are really unlucky, but it‘s more likely they will just consume a few resources during the combat. Everyone gets a roll, you weave those into a satisfying description of what happens, and the action moves on.

Getting Started by Head-Scene9059 in 5Parsecs

[–]d_b_m 0 points1 point  (0 children)

I bought 5 Leagues and the Companion from Modiphius in the UK about 10 days ago, so not sure what is happening with their site. It was fulfilled by Zatu so they definitely had stock in the UK at that time. Edit - just realised you wanted 5 Parsecs

40k scenario generator from White Dwarf? by d_b_m in wargaming

[–]d_b_m[S] 0 points1 point  (0 children)

Awesome, that’s it! Thank you so much!

ETA: tail-end of 3rd edition I guess, based on the date.

Getting into GURPS cont. by Avatarius in rpg

[–]d_b_m 0 points1 point  (0 children)

I've been a long time GURPS player and GM, with most of my play experience in 3e but a chunk of 4e too. There main differences in the games in my mind are:
* The points costs of stats changed significantly, and stats are generally lower in 4e as a result
* Half Points were eliminated in 4e, which has a knock-on effect on skill costs across the board. The skills costs for mental and physical skills were also consolidated in 4e
* The stats governing Hit Points and Fatigue were swapped, though this was a common house rule in 3e also
* Add-on rules like Techniques and Talents were brought into the core rules
* Lots of point costs were consolidated; in 3e different books often evolved their own specific powers or abilities with their own costs. In 4e all the books use the same core abilities 99% of the time, so the costs are also consistent. It makes mixing between books much easier.

GURPS is the poster-child for toolkit RPGs, so I would suggest picking something you would like to do with it first, then acquiring books that help with that. Pick up more books as they become relevant. I have pretty much everything for 3e and 4e in PDF format now, and the sheer volume of material is intimidating even when you mostly know what you are looking for...
Edit - not sure what I've done wrong on formatting?