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Hello!

So I've never actually played GURPS, but I recently re-discovered some old Counter Monkey videos from Spoony that I watched back in the day. There were numerous times where he mentioned how good of a system it is, and got me particularly hyped to try out the Cyberpunk/Cthulhu-Punk modules with my friends. Since then I've checked out several books like the 4e Basic Set, Ultra-Tech, Horror, etc.

After looking through and getting the general idea of how combat works (I think), there's one thing that kind of seems worrying; players only getting 1 action per turn. Since my friends and I have mainly just played Pathfinder for the last decade, I'm concerned that they won't be interested in going from that system with 3-action turns to GURPS' 1-action system. With that in mind, I was curious if anyone else ran into that issue, and also if upping it to 2-actions per turn just ruins the game completely? But like having a bit of a limitation on it, such as making it move-and-do-X but not allowing double moves or double 'do-X' actions on the same turn

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[-] jjjalljs@ttrpg.network 2 points 1 day ago

I can't speak specifically to gurps but as a general rule, for any game, I highly recommend playing it as intended for a bit before doing substantial tinkering. To do otherwise is a lot of hubris.

[-] mr_account@lemmy.world 1 points 9 hours ago

You are absolutely right. I guess I'm just a bit hesitant about jumping into such a different system

[-] Alexstarfire@lemmy.world 2 points 21 hours ago

Right. Very similar to cooking something new. Follow the recipe the first time and then figure out what makes sense to modify to your tastes.

this post was submitted on 16 Feb 2026
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GURPS

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