
Except people got damaged to their hit points instead of their health stat. When I first got the Basic Set 4e (both books) I checked the combat.

The differences between 1e and 4e are not as much as it may look. And that was 99.9% with regard to point cost for some advantages (psionic got more expensive). I hadn't kept up with it past the second edition so I couldn't tell you what the differences there was except that most of what I heard about. This was back when the basic set came in a box. I played the heck out of GURPS Conan, Autoduel, and Horror! Oh, and as a bonus, they've got some really sweet digital stuff this is the kind of stuff the Digital Initiative will fail horribly at.

And there's actually a pretty good solution to that, albeit a solution that Paizo apparently doesn't stock. GURPS is sufficiently centralized that all the rules are in a few very thick books, which is very intimidating, even though you don't need to worry about more than a few entire chapters until later. There's a lot of rules in D&D, but they're hidden in all sorts of crazy places, so you never see 'em all at once. When you first learn D&D, nobody's going to talk to you about SR or rules for creating magic items these aren't even in the PHB. I've always felt that the big issue GURPS has isn't how much rules there are the issue is that it doesn't try to hide those rules. Things are cross-indexed between books with page numbers, chapters are clearly-defined both visually and in terms of what it contains, and there's been a great deal of consolidation. Second, everything is a hell of a lot better organized now. First, in my experience, the GURPS 4e books are in every way superior to their previous iterations. Of course, the old GURPS Vehicle rules were kind of legendary, so it might honestly be an improvement to not have any rules for them. The only real hole that I'm aware of is vehicles there's new rules in GURPS Spaceships, apparently, but I don't know if that covers the entirety of the vehicle rules. (It helps that GURPS 3e was one of the better systems, so they didn't have to fix too much.) It's pretty much across the board backwards-compatible some of the fundamental stuff has been improved pretty thoroughly, and most of the really basic books have been released in 4e, almost universally bigger, better, and more modular. GURPS 4e is one of the better edition upgrades in RPGs. No tactics, no brain power, no imagination. So, with d20 you get 2 guys who just stand there in their squares and smile and shake hands and stand there calmly and exchange blows for giggles and grins. With d20 our group long ago made an unofficial nonverbal agreement to never use the special combat rules as they are way too complicated and usually make no sense at all. In d20, you wanna fireball, here ya go, even if you have never seen a fire spell before.

In GURPS if you want to cast a fireball, you must first learn to create fire, then control the fire then you can create a fireball. That is like saying in regular combat the opponent is just standing there waiting to get hit and pleasantly exchanging blows with you for giggles and grins.Įven the magic system is more logical than in d20. Grappling on the other hand becomes a contest involving multiple rolls to see who wins the contest. Standard combat in d20 is roll vs AC to hit, then apply damage. GURPS has standard, consistent rules throughout. I have always thought GURPS was easier to understand that d20. Then things get added in as people want, such hit locations. I believe most people play in the rather easy and quick mode, that is Roll to hit, Roll Defense, apply damage, repeat and rinse. GURPS can be as easy or as difficult as you want it, therefore universal.
