

P.S.: Warning some of these links are PDFs.So, I've made up my mind to give GURPS a try. Personally I'll let somebody else buy it and work from their copy. The changes are much more profound than those HERO System 5th Edition experienced and several of the changes draw paralells to HERO System. There has been a proposal for a Fantasy GURPS Lite, Magic GURPS Lite, and etc. My main concern for now is SJG focus on Hard Covers.

Until I see a Demo or borrow a copy that's all I can say for now. These can all be modified by Advantages, Weapon, Shield and defensive combat manuvers(Retreat, Acrobatic Dodge, etc.) Block and Parry are now calculated based on Skill/2 +3. Dodge is now calculated based on you Speed +3. Passive Defense bonuses for Armour have been removed entirely. So I recogment you check out GURPS FAQ and GURPS Lite.Ĭombat (2) - Block, Dodge, and Parry are now calculated differently. Martial Arts Manuvers and Skills are now called Techniques. It will take some play testing to see how well it works.Ĭombat Skills (2) - Probably the greatest changes to GURPS overall are here. Part of those changes were to Languages(now an Advantage), Expert, Hobby, anbd Sport skills have come into their own. Skills (4) - They have really made an attempt to compile all the GURPS skills and relabled or redefined most of them (sound framiliar). It acts like HERO Skill Levels for limited groups of skills Social, Scientific, etc. They have added a new advantage called TALENTS which cost varies based on how many skills it modifies. No more munchies.Īdvantages and Disadvantages (3) - costs have been shaken up, but stayed relatively the same. They have also removed cost breaks for Races. This will make min maxing more difficult. Hit Points and Fatigue have switched places. Greeting HEROphiles, QM has a read the available information for GURPS 4e Online and here's my review (1 to 5)Īttributes (3) - relatively unchanged. GURPS 4th Edition Basic Set (Rules Changes)
