Cypher System Revised Edition vs GURPS
Compare Cypher System Revised Edition and GURPS side by side. See differences in complexity, dice, genre, and more.
| Cypher System Revised Edition | GURPS | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Toolkit, Modular, Character Building, Resource Management, Exploration, Theater of the Mind, Low-Prep, Strong GM Support, Narrative, Character-Driven | Crunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support |
| Core Mechanic | The GM rates a task from 1 to 10 and multiplies that difficulty by 3 to set its target number. Players roll a d20 and succeed on a result equal to or above the target. Skills, assets, and Effort ease the task before the roll, with Effort paid from a stat Pool after Edge reduces the cost. | Roll 3d6 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure. |
| Dice | d20 | 3d6 |
| Complexity | Medium | Very High |
| Availability | Free core rules | Free quickstart |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | Cypher System Open License | SJ Games Online Policy |
| Third-Party Publishing | Commercial publishing allowed — Cypher System Open License | Noncommercial only — SJ Games Online Policy |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Monte Cook Games | Steve Jackson Games |
| Year | 2019 | 2004 |
| Languages | English | English, Japanese, Korean, Portuguese |
| Best For | Groups building their own campaigns across genres who want detailed character choices and frequent resource decisions, with light mechanical preparation for the GM. | Groups who want detailed character customization and consistent simulation across different genres. |
| Highlights | Descriptor, type, focus, and optional flavors let players combine broad character concepts with specific abilities. Single-use cyphers continually refresh the powers available during play. Character arcs reward progress toward personal goals, while XP can also buy rerolls and changes to the story. | Point 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. |
| Considerations | Players budget stat Pools across Effort, abilities, and incoming damage. The GM must choose suitable character options and genre rules before a campaign begins. Abstract distances and flexible difficulty ratings rely on consistent table rulings. | Selecting 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. |