TTRPG Wiki

Compare tabletop RPG systems to find your next game

DABaM vs GURPS

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

DABaMGURPS
GenreUniversalUniversal
TagsRules-Light, Beginner-Friendly, Classless, Skill-Based, Narrative, Toolkit, CC-Licensed Rules, One-Shot FriendlyCrunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support
Core MechanicWhen 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 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure.
Diced203d6
ComplexityVery LowVery High
AccessibilityVery HighHigh
RunnabilityMediumVery High
LicenseCC BY-NC-SA 4.0SJ Games Online Policy
Third-Party PublishingNot yet researchedNoncommercial only — SJ Games Online Policy
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherLa Torre de DimiragSteve Jackson Games
Year20242004
LanguagesEnglishEnglish, Japanese, Korean, Portuguese
Best ForGroups 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 detailed character customization and consistent simulation across different genres.
HighlightsWhen 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.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.
ConsiderationsSpecial 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.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.