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Basic Roleplaying vs GURPS

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

Basic RoleplayingGURPS
GenreUniversalUniversal
TagsSkill-Based, Modular, Simulation, Gritty, Roleplay-Heavy, Investigation, Low-Fantasy, ClasslessCrunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support
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 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure.
Diced1003d6
ComplexityMediumVery High
AvailabilityFree core rulesFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseORCSJ Games Online Policy
Third-Party PublishingNot yet researchedNoncommercial only — SJ Games Online Policy
Summary only, not legal advice. Check current terms before publishing.
PublisherChaosium Inc.Steve Jackson Games
Year20232004
LanguagesEnglishEnglish, Japanese, Korean, Portuguese
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 detailed character customization and consistent simulation across different genres.
HighlightsHighly modular: add or remove subsystems at will, intuitive percentile mechanic, unified system across any genre, skill-based progression through use, long design heritagePoint budgets let players build characters around chosen strengths and limitations. Optional rules let the GM tune the level of detail for a campaign. Maneuver choices give combatants trade-offs between attacking, moving and defending.
ConsiderationsCan feel generic without a specific setting, requires GM effort to select which optional rules to use, combat can be deadly and swingySelecting and modifying character traits takes time during character creation. Detailed combat can require several rolls to resolve one attack. The GM must establish which abilities and optional rules fit the campaign.