DABaM vs GURPS
Compare DABaM and GURPS side by side. See differences in complexity, dice, genre, cost, and more.
| DABaM | GURPS | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Rules-Light, Beginner-Friendly, Classless, Skill-Based, Narrative, Toolkit, Open Source, One-Shot Friendly | Crunchy, Simulation, Sandbox, Character Building, Tactical |
| Core Mechanic | When an action calls for a Roll, it resolves on a d20 roll-under. The GM names the two Attributes that best fit the action and adds them for the Limit. If only one Attribute applies, its score is doubled instead. A relevant Background adds its score to the Limit, and situational Modifiers raise or lower it. The roll succeeds when the d20 lands at or under the Limit, and missing by three or less can still succeed at a cost. | Roll 3d6 under target number. Advantage/disadvantage system via character traits. |
| Dice | d20 | 3d6 |
| Complexity | Very Low | Very High |
| Accessibility | Very High | High |
| Runnability | Medium | High |
| License | CC BY-NC-SA 4.0 | SJ Games Online Policy |
| Cost | $ | Free (Lite) / $$$ |
| Publisher | La Torre de Dimirag | Steve Jackson Games |
| Year | 2024 | 2004 |
| Best For | Groups running convention demos, one-shots, or a first session for players new to tabletop RPGs. It also suits GMs who want a genre-neutral base to adapt to any setting. | Groups who want a single system for every genre with granular simulation and deep customization. |
| Highlights | When a check is needed, one d20 roll-under resolves it by summing the two Attributes that best fit the action, so combat, social, and mental tasks share a single path. Backgrounds replace a fixed skill list with freeform descriptors the player defines, each adding its score to the rolls it applies to. The wound track escalates through named statuses from Beaten to Dying, each cutting the Body score used to resist the next injury. | Highly customizable point-buy system, simulation-focused, one system for any genre |
| Considerations | Special abilities such as magic or superpowers are left entirely to the GM to design, as the core rules provide no framework for them. Advancement has no automatic progression, leaving the GM to decide when and what each character improves. The GM must pick which two Attributes and which Modifiers apply to every roll, placing resolution difficulty on GM judgment rather than fixed rules. | Character 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 |