Cypher System vs GURPS
Compare Cypher System and GURPS side by side. See differences in complexity, dice, genre, and more.
| Cypher System | GURPS | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Toolkit, Modular, Character Building, Tactical, Theater of the Mind, Low-Prep, Strong GM Support, Narrative, Character-Driven, Resource Management | Crunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support |
| Core Mechanic | The GM sets a difficulty from 1 to 10. Skills, assets, and Effort ease that difficulty before players roll a d20 against three times the final rating. Effort costs points from the relevant stat Pool, reduced by Edge. | 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 Open License 2026-07-15 | SJ Games Online Policy |
| Third-Party Publishing | Commercial publishing allowed — Cypher 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 | 2026 | 2004 |
| Languages | English | English, Japanese, Korean, Portuguese |
| Best For | Groups building their own fantasy, science fiction, or modern campaigns who want varied character builds and meaningful resource choices with little mechanical preparation for the GM. | Groups who want detailed character customization and consistent simulation across different genres. |
| Highlights | Descriptor, type, and focus choices combine into characters with distinct abilities across different genres. Character arcs award experience for pursuing personal goals and resolving their stories. One-use cyphers rotate situational abilities through play and encourage spending them freely. | 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 | Effort and special abilities draw on the same Pools, making stronger rolls compete with other resource uses. Blocking reduces wounds while dodging avoids them, requiring players to weigh armor benefits against mobility penalties. Genre options and focus abilities require the GM to decide which character choices fit the campaign. | 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. |