Wednesday, January 28, 2026

My 1000 Point Character

So, to compare against my "wouldn't it be cool" test build of a 14th-level 5E character that ended up with a character sheet 16 pages long, I decided to make my "ultimate GURPS fantasy hero" to see how complex that character would be.

GCA has a wonderful randomization function, so I took four 250-point templates and applied them randomly to my character (knight, wizard, bard, scout). I then spent my remaining points on whatever I felt like. This is NOT how you design a 1000-point character! Taking four templates and mashing them together is possible, but who does that?

But hey, this isn't just a multiclassed character; he is quadclassed.

I had a few repeat skills, strange choices, conflicting advantages and disadvantages, and a general unoptimized mess of everything. He has 160 points of disadvantages. But this does highlight what the worst-designed 1000-point character may look like, and I was shooting for a huge skill and spell list just so the PDF would grow to an insane length. I can always fix the repeats, choose other skills, or combine them. Some polish is needed. And hey, this guy is a 26-minus poet and public speaker with similarly high axe and pickpocket skills. I can't design that in 5E at all.

What is the more complicated character sheet?

A 14th-level multiclass 5E character, or a 1000-point unoptimized mess of a GURPS character?

My 1000-point GURPS character came out to a 7-page PDF, with 3 pages devoted to spells. So, really, a four-page sheet had all I needed to play. My 5E sheet didn't have spell summaries like this one! So my GURPS sheet is easier to use, and I don't really need to be flipping through the Player's Guide to look up spells.

And my GURPS character did not have "rules short circuits" like "characters within 40 feet reroll failed inspiration checks," or similar stuff, which 5E is notorious for. Every character sheet in 5E is a potential "nuh-uh" to any rule in the game, and that blows up complexity compared to a skill-based system like GURPS, where mostly all you are worrying about is, "What is the negative modifier for that?"

If I went to 2000 points, I would probably hit a 10-page PDF, most of which would be my spell list. Most of page four was empty, with plenty of room for more skills.

The silly part of this whole episode is that running a 4-person party is likely easier in GURPS than in 5E. In 5E, the beginning is very deceptive, with "simple characters" that "feel OSR." Like a frog in a boiling pot, this quickly grows out of control, and character sheet complexity for each hero grows to more than a dozen pages for each, all with special rules changing how the game is played.

With the 1000-point non-casters having 4-page character sheets, and casters having 4-8 sheets due to spell lists, that is very manageable in GURPS for a four or even a six-person party. At 1000-points. Which very few play at that power level. Also, my character is massively unoptimized, as most GURPS characters grow organically in a few key areas and become much tighter, well-thought-out designs. My character is the worst-case by design, just to bloat that character sheet with junk.

At most, for 250-point characters? A two-page, double-sided sheet, and another double-sided sheet for spells. One sheet of paper at most for a 250-point character. One extra sheet per character for casters.

If I start throwing on extra attacks in GURPS, my turns get slightly more complicated, but not to the degree of 5E, where some report taking 30 minutes to decide what to do during a turn. I would, too, if I had to flip through a 16-page character sheet on my turn. It would take me a few minutes to leaf through all that paper to find what I was looking for. Each turn. Per player. Over and over.

A one-second, one-action GURPS combat turn solves a lot of problems. I can look at a player, count, "zero...one" and then ask them, "What does your character do in that amount of time?"

The character sheets in 5E are way out of control. I get that most people play on VTTs, and all this complexity is hidden behind UI buttons and scripting that hide the rules and interactions.

"It is easy, look!" they say. "The turns go by quickly!"

But that comes at a cost in software support and an online-only model that locks you into a paywall. You need to buy "digital goods" to make it work, often doubling the price you paid for the game. You will lose those goods when the website goes away, and they will all go away someday. Wizards have always designed their games with that "software as a service" model, so the characters and rules end up hideously complicated. 3E, 4E, and 5E are all the same "dozen-page-long" character sheet, endless, special rules mixed in, and forcing you to use software to figure it all out.

And GURPS?

It will still be out here, more playable at higher power levels, with the easier character sheets, and supported by an enthusiastic community. While yes, designing a GURPS character with software makes it easy, what comes out of that software is far more straightforward than any modern D&D version. And I can still create GURPS characters by hand.

And GURPS is easier than D&D at higher power levels since there is far less to worry about, and most of your power is reflected in higher skill levels to perform the same basic tasks.

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