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GURPS Basic Set: Characters

Roleplaying Games > GURPS
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Combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-colour hardcover contains everything you need to create and play a GURPS Fourth Edition character.

Hardcover.

Wow!! At first this title is very daunting but after a read through and some experimentation you realize that this book allows you to create almost any character you can conceive.

Combine this with the GURPS 4th Edition- Campaigns book and you have an intelligent diverse RPG that you can make as complicated or simple as you like.

So if you're fed up with games that confine you to classes and levels and a new system for every genre try GURPS 4th Edition because this is the game for you.

Rating: 9.5
Reviewed by: shorty1

An old GURPS (and rpg in general) veteran like myself has seen several GURPS editions/revisions.

In general, GURPS is a sure winner, in terms of flexibility fine-tuned mechanics, the best I've seen to date.

This is truly a System, built in its own right. As opposed to setting/genre based rpgs, where the mechanics are either dedicated to the concept, or secondary and thus less optimal. So with GURPS you could easily set up any campaign types or styles, genres or setting. This especially holds true, with the myraids of supplements already in production or on the way. The setting based bboks from previous editions are still usefull, for campaign background etc.

The main strength is that you can go into as much or as littel detail as you want. Start out simple, and add on as you go. This was how I started, many years ago in the early 90s. Eventually, as you get more comfortable, you get the hang og adding og modifying rules, to suit your style.

This new edition has changed a lot of the tings I for one was tiring of. The mechanics are more streamlined, simpler yet witout losibng detail, rationalized you might say.

Doing away with the rigid and restrictive "classes" and "levels" found in the old-school rpg, GURPS still has the possibilities of building any character, to any campaign.

In short terms, a character is build with Character Points, bu putting points in each of the building blocks. These are Basic Attributes, Advantages/Disadvantages and Skills. Positive effects cost points, while negative effects cost negative points, that is gives you points back. Default amount is 100 points, but may vary with campaigns.
The 4 Basic Attributes (Strength ST, Dexterity DX, Intelligence IQ and Health HT). Default is the average of 10, with lower levels costing negative points. Lower than 8 is a serious impediment. Higher than 14-15 is truly impressive and rare. Derived Attributes (Hit Points, Fatigue, Perception etc.) are based on the Basic Attributes, and modified with certain choices from the next "building block".
Advantages/Disadvantages refer to special strengths and weaknesses. It could be Mentally or Physically (weak or strong will, acute eye sight rapid haling etc.). It could be Social (poverty or wealth, high or low status, reputations, dependents, allies and patrons etc.). Or wholly supernatural (superhuman abilities, psychic powers etc.) This last section only if appropriate to the campaign. Again, a positive effect costs points, negative effects frees more points for you. Also, Disadvantages regarding habits and personality defines you as a character, and are great for the role-part of role-playing.
Last block is Skills. These are the abilities, knowledge and training that sums up the character's capabilities. Swodsmanship, lockpicking, sailing, nuclear physics, fast talk - it's all there (or can easily be defined). Skill levels are bought in relation to the Basic Attributes, on which the skill is based. So a high Dexterity will easily/cheaply (that is, for few points) yield high levels. Skill rolls are made by rolling 3d6 and summing up, the roll must be equal to or lower than the skill. Modifiers may apply, for the difficulty of the attempt.

Many fine changes have been made to this new edition. My personal favorites are the differences is the cost of the Attributes ST and HT versus the more omportant DX and IQ. Important because most skills are based on DX/IQ, and only a few on ST/HT. Some skills are even based on the Derived Attribute "Perception", i fine idea in my book.
Secondly, languages are not a skill any more, but an Advantage with 4 possible levels (None, Broken, Accented, Fluent/Native). The level modifies attempts on social skills. In previous edition, a high IQ chatacter could easily speak a fotreign language better, than an average native person.
Third, the new Advantage "Talent" describes a basic bonus to learning and using skills from a certain group of closely related skills. So making a masterful gadgeteer, give him a Talent with mechanics, metalworking and engineering. A spy would have a talent with disguise, acting etc.

While these in short terms describe the character creating mechanics, the actual mechanics of play I'll attempt to describe in a review of the "Campaigns" book.
Rating: 8.5
Reviewed by: ultraviolet
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