GURPS 4e Thoughts
I've been planning on doing this for a long time, but I never got around to it. The notes I took have been sitting in my desk for a few months now, but I just didn't write them up. Between Real Life and running the campaign, other things kept demanding my attention. Now that there's a couple books out that have 4e settings I'd actually run a campaign in, I guess its time to write up what
my thoughts are.
Characters
From what I can tell by converting old characters and creating new ones, there's pretty much a 50% point inflation from 3e to 4e characters. I like the flat attribute costs and the greater variety of attributes (adding Will, Fatigue, HP, Perception, and so on is a good idea).
The new language rules make sense. Hell, most players I knew only put a point or less in a foreign language anyway.
The Adds and Disads are interesting. A lot have become more general, allowing better descriptions of the character and more flexibility when designing them. Plus they can be used to design objects (machines, vehicles, tools) - could this be some foreshadowing of a "light" vehicles or equipment option?
Skill descriptions are good, both in the listings and with the descriptions. I would have liked to have seen more techniques listed (from Compendium I and Martial Arts), but I understand the concept. Talents is a nice addition too, but there's potential for player abuse if the GM isn't careful.
As for the chapter on magic, I don't use it.
The psionics chapter has some good changes as well and it makes this power more interesting. I'm looking forward to the Powers book.
The templates chapter is a good introduction and I like this feature.
Need more equipment. Where's High Tech and Ultra Tech?
The chapter on character development is good, but like many GMs, I have my own little methods.
The combat lite rules are a nice little summary of how to kill people and break things.
I love the add, disad, and skill lists.
Campaigns
This book starts out with a long explanation of success rolls. Then it moves into combat (Combat, Tactical Combat, Special Combat Situations) with stuff from Compendium II integrated and updated. Next comes Injuries, Illness and Fatigue which described damage to characters. My only complaint is that I would have liked to have seen the advanced aging effects from Bio
Tech added.
There's a summary of common animals and creatures followed by a chapter on technology and artifacts. The new vehicle write-ups are nice. The gearhead in me is hoping that the new Vehicles book is just as good as the previous editions, but a lite version using the adds, disads, and stats to describe vehicles would be neat - it would make creating real world vehicles a lot easier.
There's also some more equipment listed, rules for inventing new items, and magical enchantment. I still want High Tech and Ultra Tech.
There's a chapter with the typical advice to the GM followed by a chapter on game worlds - another section where Compendium II stuff has been integrated.
Finally, a chapter on the Infinite Worlds setting. I've always liked this concept and this is a good introduction to the setting. After reading it, I wanted the Infinite Worlds book even more.
At the end of the book there's a collection of tables that are vital to the game. Despite this, I'll probably still buy the 4e GM Screen with my next book purchase.
Overall
I love the hardback books and the artwork is fun (Ellen, being the artistic person, really likes the artwork). The colored chapters are a nice touch too. GURPS is still "crunchy" and intense, but this doesn't make it any less flexible. It's a game for people who want to run characters, not a number string that just kills monsters. Once a few more books come out, I'll probably convert my
campaigns over to the 4e format, but considering the release schedule, that might be two years or so.
my thoughts are.
Characters
From what I can tell by converting old characters and creating new ones, there's pretty much a 50% point inflation from 3e to 4e characters. I like the flat attribute costs and the greater variety of attributes (adding Will, Fatigue, HP, Perception, and so on is a good idea).
The new language rules make sense. Hell, most players I knew only put a point or less in a foreign language anyway.
The Adds and Disads are interesting. A lot have become more general, allowing better descriptions of the character and more flexibility when designing them. Plus they can be used to design objects (machines, vehicles, tools) - could this be some foreshadowing of a "light" vehicles or equipment option?
Skill descriptions are good, both in the listings and with the descriptions. I would have liked to have seen more techniques listed (from Compendium I and Martial Arts), but I understand the concept. Talents is a nice addition too, but there's potential for player abuse if the GM isn't careful.
As for the chapter on magic, I don't use it.
The psionics chapter has some good changes as well and it makes this power more interesting. I'm looking forward to the Powers book.
The templates chapter is a good introduction and I like this feature.
Need more equipment. Where's High Tech and Ultra Tech?
The chapter on character development is good, but like many GMs, I have my own little methods.
The combat lite rules are a nice little summary of how to kill people and break things.
I love the add, disad, and skill lists.
Campaigns
This book starts out with a long explanation of success rolls. Then it moves into combat (Combat, Tactical Combat, Special Combat Situations) with stuff from Compendium II integrated and updated. Next comes Injuries, Illness and Fatigue which described damage to characters. My only complaint is that I would have liked to have seen the advanced aging effects from Bio
Tech added.
There's a summary of common animals and creatures followed by a chapter on technology and artifacts. The new vehicle write-ups are nice. The gearhead in me is hoping that the new Vehicles book is just as good as the previous editions, but a lite version using the adds, disads, and stats to describe vehicles would be neat - it would make creating real world vehicles a lot easier.
There's also some more equipment listed, rules for inventing new items, and magical enchantment. I still want High Tech and Ultra Tech.
There's a chapter with the typical advice to the GM followed by a chapter on game worlds - another section where Compendium II stuff has been integrated.
Finally, a chapter on the Infinite Worlds setting. I've always liked this concept and this is a good introduction to the setting. After reading it, I wanted the Infinite Worlds book even more.
At the end of the book there's a collection of tables that are vital to the game. Despite this, I'll probably still buy the 4e GM Screen with my next book purchase.
Overall
I love the hardback books and the artwork is fun (Ellen, being the artistic person, really likes the artwork). The colored chapters are a nice touch too. GURPS is still "crunchy" and intense, but this doesn't make it any less flexible. It's a game for people who want to run characters, not a number string that just kills monsters. Once a few more books come out, I'll probably convert my
campaigns over to the 4e format, but considering the release schedule, that might be two years or so.