• 🔍🦘🛎@lemmy.world
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    3 days ago

    It’s really something that comes down to personal taste. I’ve played 5e for 6 years, and I’ve been playing a GURPS campaign for about 7 months.

    It’s Apple vs. Android. Some people just want to pick it up and play. Some people need that level of customization or the experience isn’t enjoyable.

    D&D is much easier to pick up. The book says pick a race (species now I guess), class, and background. It even suggests a background and starting gear. If you want, you can customize these two things as much as you like, and picking variant human means picking up a feat at 1 for further refinement. Plus you likely also have some spells or race/class traits to pick from. That’s a fair amount of customization at level 1.

    Compared to GURPS, you have an OCEAN of options right off the bat. Even if you only have 40 character points, you could spend them in more ways than is possible to experience in a lifetime. The Basic Set alone is massive, and the system has more supplemental material than even D&D 3.5. You can pick some skills and not realize you’re missing very fundamental things like ‘will my strong fighter guy fail every jump attempt he tries’ or ‘can I even use any weapon besides a sword’ because I didn’t invest in that.

    I love both systems, and neither one is perfect. Working around the limitations of 5E is actually a lot of fun, but so is making a mutant extra-dimensional spellsword ogre with color blindness, universal digestion, an honest face, and coitophobia.

    • agamemnonymous@sh.itjust.works
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      3 days ago

      Very true. If you want to just plug and play, and get going in 15 minutes without thinking about it too much, D&D is fine. When you start bumping against its limitations, like wanting to take multiple subclasses, it’s time to consider a system with more freedom.

      • 5too@lemmy.world
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        2 days ago

        I just want to point out, with GURPS templates, players can absolutely get a character ready to go pretty quickly without missing crucial skills or abilities. GURPS’s Dungeon Fantasy line comes with a set of templates that mirror D&D’s character classes; you follow the guide for your preferred archetype and put together a character that has what you want. If you want to mix and match between them, you just invest the points and pick it up; it even has some guidance on what likely will and won’t synergize well.

        And if that’s still too granular, the Delvers to Grow add-on lets you just select “packs” of upgrades, worth 25 character points each, and tailored to specific templates. This lets you roll up basic characters in about 20 minutes (10 if you know what you’re doing!)

        • agamemnonymous@sh.itjust.works
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          1 day ago

          You could do that, but then you have players who don’t really know what their Traits do. My preferred method is to sit down with each player with GCS open and go through step by step: Basic Attributes, Advantages central to their character concept, Skills central to their character concept, then fill in some extras until they run out of points. I’m comfortable enough with the major options to walk them through it pretty quickly, although unless someone has a very clear idea of what they want to play, that can still take well over half an hour.

          Choosing everything forces the player to at least be aware of what abilities they have. With templates, they still need to familiarize themselves with the included Traits, and then inevitably fiddle with things a bit to get closer to their vision. Accounting for that, I don’t think they have much time unless you’re playing a very generic character and rely on the GM to keep track of your abilities.

          • 5too@lemmy.world
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            2 days ago

            Hah! Don’t really see the appeal of Macs either :p No shade to people who do like either (my wife likes macs and my brother likes D&D!) They just both feel so constraining to me, and it feels like that’s kind of the point?