7

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

you are viewing a single comment's thread
view the rest of the comments
[-] QDgwZjQYdfbnMdMNQ@lemmy.cafe 2 points 1 day ago

I've been playing GURPS for a bit under a decade, and GMing it for about 7 years. Before playing GURPS, I played 4E D&D and a little bit of pathfinder.

Technically speaking, each turn is one maneuver, and each maneuver can have multiple actions. For example, pretty much every maneuver allows you to take one free step in addition to whatever else you're doing. There's also the Move And Attack and Heroic Charge Maneuvers for melee attacks. The difference between the two is that Move and Attack has a penalty to the attack equal to the number of yards moved, while heroic charge forgoes the penalty in exchange for costing 1 FP and is part of the optional Extra Effort rules.

In terms of people who are used to systems with more actions per turn, in my experience, they stumble a bit with it in the very beginning, but generally adapt after a few sessions. It's not all bad, as while you theoretically have less to do on one turn, you also get to go more often, and combats go quickly. I've had a number of sessions in which we got through multiple complete combat encounters in one 3-hour session, along with some roleplaying and planning in-between (most of my sessions are 1-2 combat encounters with the rest of the time being roleplaying). If you want more to do in each turn or have more options, the Martial Arts book is really fantastic and has a lot of optional rules and maneuvers. You can also do a lot just with deceptive attacks (taking penalties to your own attacks to give your opponent a penalty to their defense), feints (if you win a quick contest of weapon skills, your foe gets a big penalty to defense), all-out-attacks, and all-out-defense.

[-] mr_account@lemmy.world 2 points 18 hours ago

Ty for all of the suggestions! I guess I missed that a lot of actions could include a free step. And I have heard from a few videos online that the martial arts book is really good, but also throws a lot of extra stuff into the system, so I'll probably get to it later this week. At this point I'm honestly just trying to copy together a more succinct version of the rules I want my players to know into a separate document so they don't have to dive into tons of books before getting started. It's pretty overwhelming...

[-] QDgwZjQYdfbnMdMNQ@lemmy.cafe 2 points 16 hours ago

Sure, it can be overwhelming at the beginning. Just remember that the system is meant to be customized to fit your table, and you can ignore any rules that you feel would make things too complicated. In a sense, almost everything is optional.

If you're wanting a more succinct version of the rules, you might check out GURPS Lite and GURPS Ultra-Lite. They're both free versions of GURPS, with Lite being 32 pages total for the whole system and Ultra-Lite being effectively a single page.

They lose out on a some of the crunch that a lot of GURPS people like, but that might still give you a good baseline.

[-] mr_account@lemmy.world 2 points 14 hours ago

I did get both the Lite and Ultra-Lite rules, but they seem odd. My initial impression is that Lite is still a bit much, and Ultra-Lite is too short. Like the Advantage/Disadvantage stuff is too important to be left out, while also being a lot to process even in a shortened list, if that makes any sense.

I think my plan is to try building some template characters for my friends to start with. That way they only have to worry about the specific abilities in front of them and not have the steep learning curve of character creation until/unless we get rolling.

[-] QDgwZjQYdfbnMdMNQ@lemmy.cafe 1 points 10 hours ago

That makes sense. I've had one or two players that were happy to jump into character creation by themselves, but for the first couple characters, most wanted either a lot of help or for someone else to make the character.

In that case, you might check out https://1shotadventures.com/adventure-index/. The guy who runs the site generally has GURPS versions of all the adventures, and each adventure generally comes with several sample characters to choose from. Looks like there's at least one cyberpunk adventure, so hopefully it'll prove useful.

this post was submitted on 16 Feb 2026
7 points (100.0% liked)

GURPS

283 readers
5 users here now

founded 2 years ago
MODERATORS