Tuesday, October 28, 2025

GURPS 4th Edition Revised

From the GURPS Discord and the SJ Games forum here:

https://forums.sjgames.com/showthread.php?t=205432

We are getting a 4th Edition Revised GURPS rulebook. This is a good change, and they are preserving page references while making a few adjustments to keep the book more of a rules reference than a new edition. We have two posts from Kromm on the GURPS Discord that are worthy and of note:

Originally Posted by Kromm on the Unofficial GURPS Discord

Since the GURPS Fourth Edition Revised monkey is out of the sack:

Zero. It won't be years. Most of the work is already done.

1. By far the biggest differences are major changes to physical layout and design. I'm not sure what SJ leaked at Gamehole Con, so I'm not going to go into detail here beyond saying, "The thing will be easier to use and read." It will not look the same, despite #3 below.

2. It is definitively not GURPS Fifth Edition, or even a GURPS Third Edition to GURPS Fourth Edition-level change! It is a GURPS Third Edition to GURPS Third Edition Revised-level change. It will not make edition-level changes to point costs, modifiers, prices, weights, etc. All rules changes will be additions, in clearly marked addenda "chapters," so that people can easily decide what to retcon into Fourth Edition campaigns.

3. Top priority is to preserve page references so that whether you use the Basic Set, Fourth Edition or Basic Set Fourth Edition Revised, an internal "p. 00" or external "p. B00" points you to the same rule. This brooks little to no rewriting outside of the addenda mentioned in #2.

4. Inasmuch as there is some rewriting, as in #3, it will be to remedy some particularly offensive or unclear passages. Not to change rules!

5+. And other minor stuff while we're at it. The above will inevitably change the size, shape, and location of art and quote boxes, so expect art and quotes to change, too. We'll update the credits to reflect additional material in the addenda, and the creatives who created the revised book. I'm sure there are 100 things like that.

#3 is the single most important element in living up to the promise of compatibility. There are literally millions of page references in 21 years of supplements and articles, not to mention community discussions. Invalidating them would mean a huge slap in the face. But #1 is the main reason to do the thing. So, it isn't a conflict . . . it's a visual upgrade that doesn't insult customers, while still providing both enhanced readability AND some extra "best of" addenda.

I can say without shilling or exaggerating that it is far, far more than a new printing. It just isn't a full edition. There are things between the two. A revision is one of those things. If all a reader cares about is the rules . . . well, there will be lots of addenda, but no, not a full revision. However, lots of readers care about readability, sensitivity, design aesthetics, being aware that it's 21 years later, etc. even if not a single rule changes.

Well, that's it for my needless leaks to follow SJ's leaks, but the takeaways:

• Better, more readable layout with different art and quotes.

• Mostly less controversial words, excepting indefinite pronouns (for economic reasons).

• More than 25 pages of "best of" rules skimmed from 21 years of system growth.

• Incidental glitch cleanup (e.g., mistaken "damage" for "injury," or "than" for "that").

• Promise of NO rules or page-reference changes to maintain total compatibility.

And this:

Originally Posted by Kromm on the Unofficial GURPS Discord

Just dropping in to reiterate that, no, we're not going to be changing important rules. Or even unimportant ones. 😉 When it comes to rules:

* We'll be adding 27 pages of rules. Those will get edited from their sometimes-obscure, often two-decades-old originals to speak modern ***GURPS.***

* We'll be fixing rules errata that people have reported. Not "Wah, this isn't how it *should* work!" but actual 1+1=3 and using-HT-to-mean-HP errata. Plus some errata I noticed at a glance as I was looking for sensitivity issues. Very, very minor stuff here.

* We'll be clarifying a few rules to set FAQs to rest, but only where there is space to do so. No new rules. Just adding belts to a few suspenders (or suspenders to a few belts, if you prefer).

* We'll correct a few obviously outdated things, like thinking it's 2004 when it'll be 2026. This may influence a few rules-related examples, but not the rules per se. Closer to being a minor erratum or light edit, really.

But people who want new core magic systems, TL definitions, armor stats, and so on will not find them here. Sometimes there are things like that in supplements, but we're taking those as alternatives to an established core, not the new core. I've made an effort to point out supplements where quote boxes allow me to do so. Where they don't . . . well, at least I updated the *Ludography.*

Combat Lite will not be in the book, so it will only be found in GURPS Lite. Iconic characters are being kept alongside Infinite Worlds. Some words, like 'slave,' are being changed, and the 'slave mentality' disadvantage is being renamed and clarified. This is still useful for hive-mind bugs and similar creatures, but it is not really great for intelligent beings.

Please don't get rid of the Bulletproof Nudity rule (B417)! Just change the no-top rule to 'any gender,' since I use it for both my Conan and He-Man games, as well as Rambo and Schwarzenegger Commando-type movie games. Another option is to put the +1 on a STR 14+ to focus the rule on showing off a perfect physique, regardless of gender (keeping the +1 but making the toplessness optional). I need those big oiled pecs in my shoot-em-up adventures, and that silly +1 bonus still in the game as a 1980s action-movie nod. You have my permission to rename the rule to a more genre and reader-friendly: "No Armor? No Problem."

Overall, I am liking this new direction: an update of the language and art, elimination of dated references, and a new edition of the game that focuses on ease of use.

Monday, October 6, 2025

Dungeon Fantasy Magic vs. 5E Magic

On my SBRPG blog, I went at length to prove that the magic in the B/X and AD&D versions of D&D was far more potent than either D&D 4E or 5E. Relative character power (as you level) is also far better preserved in the original editions of the game.

The problem with "Wizards D&D" is that they scale hit points on a curve as you level, and they have to artificially boost character damage as well, but it never keeps up. This has been true since D&D 3.0. Where in AD&D a single fireball spell can wipe out a room full of ogres, in D&D 5E, it barely touches them. In AD&D or B/X, the fireball is mighty. Is it anything 3 HD or less? That is vaporized with a 6d6 fireball spell when you get it at 6th level, and it scales up as you level.

In general, you are doing half the damage in D&D 5E than you are in AD&D or B/X, and it gets worse as you level up. You need to optimize everything to "keep up," or you will fall behind, and if you focus on roleplaying feats and other non-combat abilities, you will be useless in high-end play. Have fun, and you will be punished for it.

So, the question is, where do Dungeon Fantasy wizards fall in comparison to a B/X magic user or a 5E wizard? As a player who wants to play a spellcaster, what game gives me the most power? Which game preserves my power versus higher-level foes? Which game gives me the most flexibility when casting spells, the types of spells I can cast, and how many times I can cast them? What game gives me the best wizard I can play?

First, we need our baselines for comparison, so let's use the classic 3rd-level spell, fireball, as it is iconic. For B/X, let us use the excellent Old School Essentials.

  • Fireball (B/X)
  • 3rd Level Spell
  • 240' range, 20' sphere
  • Gained at level 5
  • 1d6 damage per level, save for half, no damage cap
    • 5d6 damage total
    • 18 points of damage average

For 5E, let's use the SRD:

  • Fireball (5E)
  • 3rd Level Spell
  • 150' range, 20' sphere
  • Gained at level 5
  • 8d6 damage total, save for half
    • 28 points of damage average

For GURPS, let's use Explosive Fireball (DFS29) as our spell.

  • Explosive Fireball
  • Many spell prerequisites, Magery 1 minimum
  • 1/2D 25, Max 50
  • Two rolls to cast:
    • Spellcasting Skill Roll
    • Innate Attack (Projectile)
  • Costs:
    • Any amount of energy up to twice your spellcasting talent per second
    • Up to three seconds
  • 1d explosive burning damage per 2 points of energy

So, what does that mean? Looking at some of the starting spellcasting characters in the game, we see they have about 12 mana to use, so if we have magery 2, we could dump 4 points of mana per second into that fireball, for three seconds, and cast it at 12 energy, for 6d6 total explosive fire damage (21 average). This needs a little breakdown, so let's open the Exploits book (DFE46):

  • 6d6 damage in the target hex
  • Everyone out to 6 x 2 = 12 yards takes damage
  • Divide damage by 3 x hexes to the center
    • 1 hex = 2d6
    • 2 hexes = 1d6
    • ...and so on.

Add to this the chance to be set on fire (either one location or all, see DFE68), and there can be some nasty consequences for fire spells in GURPS in general, along with ongoing damage. The GURPS fireball is far more of a "simulation spell" than it is one that just does damage in an area equally.

Additionally, as GURPS, the referee is free to rule on the effect of fragmentation based on the environment. Let's say my wizard casts an explosive fireball into a dining room full of goblins. I am throwing a [2d] fragmentation effect on there (B414).

Yes, this is a sim. As a GURPS referee, you need to "sim when you need to sim."

It is also worth noting that the GURPS fireball scales, and a character with Magery 6 and enough mana can dump 36 energy into the explosive fireball in a 3-second casting, for 36d6 damage. If you have the skill and the mana, the GURPS spell will scale to an insane level of damage, and that is like the blast of a 120mm modern-day mortar.

What does any of this mean? Let's pull a few sample monsters from each game and go up the level chart with them. Let's do B/X first:

  • Goblin = 3 hp
  • Orc = 4 hp 
  • Gnoll = 9 hp
  • Bugbear = 14 hp
  • Ogre = 19 hp
  • Mummy = 23 hp
  • Green Dragon = 36 hp

Let's do 5E, from the SRD:

  • Goblin = 7 hp
  • Orc = 15 hp
  • Gnoll = 22 hp
  • Bugbear = 27 hp
  • Ogre = 59 hp
  • Mummy = 58 hp
  • Green Dragon (adult) = 207 hp

Let's do GURPS:

  • Goblin = HP 12
  • Orc = HP 14
  • Hobgoblin = HP 16
  • Ogre = HP 20
  • Troll = HP 20
  • Vampire = HP 20
  • Green Dragon = HP 50

GURPS hit points tend to be between 10 and 20, and armor and resistances make a huge difference. When you get above 20 HP, you are talking big creatures. The B/X fireball is the most powerful of the group, since monster hit points are constrained and do not scale on a curve. The range is impressive, too. The 5E fireball is the weakest, with most of the monsters alive on a save, and the dragon laughing off the damage.

The B/X and GURPS HP ranges being so close means the games are more closely compatible than you think. If you use B/X "rolled hit points" in GURPS, you will get some very weak "mook" creatures at the low end, but some pretty nice fights when you go above 5 HD, and challenging for parties. Ogres and mummys become "boss creatures" that require a party to take down.

With GURPS, that 6d6 fireball at 12 energy tends to be in the B/X level of power, but once you start dumping 20 or even 40 energy into the attack, you begin vaporizing the toughest monsters with a direct hit. While B/X is the most powerful, GURPS can scale to even more powerful, just because the hit points have a tighter constraint.

Damage in GURPS will drop faster to targets farther away from the center of the explosion, so the overall power of a single blast will still be less than B/X. If you averaged damages, the GURPS fireball feels about equal to the 5E counterpart. Still, if you are going to hurl a 36d6 blast, that will be 12d6 to targets in one hex, and 6d6 to two hexes, and so on - out to 72 hexes.

It gets to a point where, uh, if you cast explosive fireball at a particular power level, you are also taking damage since the range is short. At that point, just begin to use GURPS Powers and design them like a superpower, since Dungeon Fantasy is closer in spirit to The Fantasy Trip and meant for fun "hex crawl" dungeon battles. 12d6 is the practical limit for the Dungeon Fantasy fireball because of range.

That is another wonderful thing about GURPS: if you wanted to ignore Dungeon Fantasy entirely and just design "magic superpowers" as your game's spells, you could. Your fantasy world's magic may work a different way. Collect character points, create the spell, buy it, and put a roleplay cost on learning it. In GURPS, you can do that. In B/X and 5E, you are stuck with whatever TSR or Wizards gave you.

Dungeon Fantasy is just one way of doing it. And it is not always the right way. In fact, Dungeon Fantasy may be how just one world in a multiverse of worlds works. The rest may work completely differently, with different rules and laws of magic.

You are free to say "mages can design powers given this framework of limitations" and just let the players go wild, with the referee approving the designs to fit the world's theme. Very few games give you that amount of creativity.