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Mummelmann said:

 The tactics of the combat are what really drew me into 3rd edition to begin with, it's miles ahead of the 2nd edition and its simplified battles.

This is what got me interested in GURPS, it's fantastic system (well, more of a tool) - I run 5e for mixed kids/grown ups group with no prior P&P RPG experience and they find it fairly easy to comprehend and deal with (in big part it's becuase 5e goes away with most bonuses and replaces them with advantage/disadvantage mechanism). But it was fairly hard to explain why you can't target specific parts of body, why there's no headshots and instakills and why is "wounded" creature (though there's no such thing in 5e) at its full fighting capacity as if it was completely healthy - GURPS solves all this. But I've shown them list of skills, advantages, disadvantages and quirks, even for reduced Dungeon Fantasy version and they just flat out said...no.

As for Kingdoms of Kalamar...what you don't like about it? I've never played in it, but it's Hackmaster's default setting, and since I'll most likely end with Hackmaster, I'm intereseted in your take on it. Though, to be honest, unless it's custom setting, for as long as I've played I've been exclusively Forgotten Realms guy, so I just might end up putting Hackmaster there...