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Basic Roleplaying vs GURPS

Compare Basic Roleplaying and GURPS side by side. See differences in complexity, dice, genre, cost, and more.

Basic RoleplayingGURPS
GenreUniversalUniversal
Play StyleSkill-Based, Modular, Simulation, Gritty, Roleplay-Heavy, Investigation, Low-Fantasy, ClasslessCrunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-Based
Core MechanicRoll d100 under your skill percentage to succeed. Critical success on 1/20th of skill value, fumble on 99–100. Opposed rolls compare results. Optional rules layer on complexity as desired.Roll 3d6 under target number. Advantage/disadvantage system via character traits.
Diced1003d6
ComplexityMediumVery High
AccessibilityMediumHigh
CommunityMediumMedium
LicenseORCSJ Games Online Policy
Cost$$Free (Lite) / $$$
PublisherChaosium Inc.Steve Jackson Games
Year20232004
Best ForGMs who want a modular, genre-agnostic percentile system they can tailor to any setting with optional rules for powers, combat, and more.Groups who want a single system for every genre with granular simulation and deep customization.
HighlightsHighly modular — add or remove subsystems at will, intuitive percentile mechanic, unified system across any genre, skill-based progression through use, long design heritageHighly customizable point-buy system, simulation-focused, one system for any genre
ConsiderationsCan feel generic without a specific setting, requires GM effort to select which optional rules to use, combat can be deadly and swingyCharacter creation requires significant point-budget planning, combat rules are granular with many modifiers to track, full system spans two 576-page core books plus supplements, GM prep is substantial for campaigns using multiple sourcebooks