When comparing GURPS and Mythras, I had that typical "is this better?" feeling in the back of my neck. Mythras offers several advantages, including an easy d100 system, 3d6-ranged attributes, and excellent combat special effects applied to either offense or defense. If you're familiar with BRP or Call of Cthulhu, you'll likely be familiar with Mythras. It is as easy to pick up as B/X in complexity, but it has layers of depth that surprise me.
The combats in Mythras are fun, with a level of unpredictability in the results and the combat specials you can stack up, or have used against you. This is dependent on relative skill levels, with lucky hits still possible for unskilled fighters, and everyone having low hit points, so every hit matters.
Mythras is an easy game to use when transitioning away from D&D 5E and the OSR, and it gives you a look into a "whole new world" of tactical possibilities. However, GURPS has greater depth to tactical combats, and marries that with a complete character and power design system.
In GURPS, you are much more "close to the metal" when it comes to combat specials, but you need to declare them before you roll. You need to know what is available, when they apply, how much of an attack penalty they give you, and you need to declare them before your attack. To players who like to control a character "down to every move," this is ideal, since they want to call for a trip and try that, and not have it come up due to a lucky roll with a high result differential.
If I am tripping someone, or someone is trying to trip me, it has to be declared, attempted, and rolled for. No randomness or stacking special effects due to an attack and defense total difference, please.
That said, Mythras is miles better than D&D combat, by far, and this is starting to kill my interest in my B/X games, OSE, AD&D, and Shadowdark. If a game offers a B/X level of simplicity but a far deeper combat system, that is a winner for me.
Mythras is a D&D and OSR killer for me.
If I were migrating recovering players from D&D-style games to Mythras, running them through the System to get them used to combat actions would be helpful and show them another world. If they liked that, we could stay here. Eventually, I would like to bring them into GURPS, where we have the most freedom. But showing them a world where it is more than just d20 vs. AC and roll damage would be an eye-opener. Even Shadowdark suffers from the d20 curse of bland numerical combat.
But what about GURPS?
Well, GURPS is the "everything else" killer.
To be fair, GURPS offers more combat options and a broader range of "combat specials" than Mythras, once you consider all the Martial Arts options and utilize a combat cheat sheet resource. One of the problems with GURPS is that many special combat actions are scattered across different books, making it hard to find them in one place for easy reference.
In Mythras, you get to "choose them from a menu" after a roll, and this is honestly easier for D&D players to start with to "expand their thinking" around combat. In GURPS, you'll need a cheat sheet to fully utilize the combat system's details. It's also a good idea to practice these moves a few times to get the hang of them, as many will change factors (like not being able to defend with all-out attacks). I added a cheat sheet section to the sidebar with a few of these, since they do come in handy.
Combat specials are easier in Mythras.
Combat options are better in GURPS.
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It's not GURPS, but it is my MS Paint art. -Hak |
Powers are the clear place GURPS wins. Suppose I have a monster with a special attack ability, such as eye beams, charm, confusion, entanglement, push back, blindness, darkness, stun, or any other special attack. In that case, this is far easier in GURPS than in Mythras or D&D. In those games, you just sort of need to "wing it" and "say what it does," but in GURPS, I will design that as a power, and guess what?
Suppose a character gains an extraordinary power from touching a runestone, becomes corrupted by demons, is sanctified by the holy, acquires a power from an ancient master, passes on the legacy of the king, or experiences any other special campaign event. In that case, this can be just designed and added to the character, just like any other power.
GURPS makes the 5E-style "superpower abilities" almost stupidly easy to create, design, and balance with limitations and disadvantages. That demon corruption? That is a template package that also gives adverse social reactions and a "hunted by demon hunters" disadvantage. It is far easier to do this in GURPS since it has a power design system with full advantage and disadvantage support, and I can balance these powers right down to the last die of damage and special effect.
And, many of these powers come pre-designed with examples in GURPS Powers. Just drop them into a character or monster and go.
And GURPS works for any genre, so my superhero, Gamma World mutant, science fiction adept, fantasy wizard, air elemental, or kung-fu master can all use that "concussive air blast" power (GURPS Powers, p. 137). I can slap on a power source modifier there for magic, mutation, training, superpower, or wherever it comes from, and I am done. Any monster in any GURPS bestiary, or one quickly created using GURPS Ultra Lite, can have these powers tacked onto it.
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My MS Paint art strikes again! -Hak |
Yeah, this air elemental has super breath and can push all of you off the cliff. I know that is not in GURPS Dungeon Fantasy, but hey, this is GURPS, and this air elemental is "The Windlord" and special. Boss monsters in GURPS can have superpowers, use special combat attacks, and have martial arts!
But that isn't fair in 5E! Air elementals only have a double slam attack and a whirlwind that throws in random directions. They don't have a line attack! Or throw an air blast area effect attack! Or blind people with dust! What is this thing? Stupid custom monster not in the Monster Manual and cheating DM! Play the game right and only use things we know!
I go by the Dungeon Crawl Classics theme of "Every monster is unique."
Have fun as I look up the falling rules.
In making a custom power for GURPS, I am not guessing, copying an existing spell, wondering how many times a day it can be used, or worrying if it breaks my game. I have the point cost in GURPS, and that keeps it relatively balanced. If something is overly powerful, I can either add a use limitation or reduce the damage; it's no problem. In B/X, Mythras, or other games, I am left winging it for monster powers. I have to borrow one, and then it is guesswork.
In GURPS, I have tons of powers in my books to use as-is.
Yes, if I am playing "dungeon games" with Mythras, I get those combat specials, but I lose so much character depth with what GURPS gives me for free that I wonder if it is worth it. I get "combat specials" in GURPS, but I have to preannounce and try them, closer to the metal, so I am not losing those, and the ones in GURPS are comparable (and more expansive) once you find a cheat sheet and print that out. It does take more system knowledge in GURPS to get what Mytras gives you for free, but in the end, it is probably a better feeling to have greater control of your combat options than to rely on the dice.
Mythras is still a fantastic game, mind you, and still an easy D&D replacement that drops right in.
However, if I want to tell the types of stories I envision, where the whims of a game designer, class designer, or someone else dictate powers and sources, GURPS offers me more control. With games that go beyond the ordinary, GURPS is far better when it comes to special powers, and lets me be the game designer.
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