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Dice & Glory vs GURPS

Compare Dice & Glory and GURPS side by side. See differences in complexity, dice, genre, and more.

Dice & GloryGURPS
GenreFantasy, UniversalUniversal
TagsCrunchy, Toolkit, Character Building, Simulation, Tactical, Freeform Magic, SuperpowersCrunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support
Core MechanicDice Check: roll d20 plus a skill modifier (skill rank + attribute + miscellaneous) and meet or beat a difficulty the GM sets. Standard difficulties run from 10 for easy to 35 for impossible. Attack rolls and saving throws use the same d20, though an attack must also beat the target's Agility Class. A natural 20 is a critical success and a natural 1 a critical failure.Roll 3d6 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure.
Diced203d6
ComplexityVery HighVery High
AvailabilityPaidFree quickstart
Runnability4 of 5 book tools5 of 5 book tools
LicenseAll Rights ReservedSJ Games Online Policy
Third-Party PublishingNot yet researchedNoncommercial only — SJ Games Online Policy
Summary only, not legal advice. Check current terms before publishing.
PublisherRanger Games PublishingSteve Jackson Games
Year20142004
LanguagesEnglishEnglish, Japanese, Korean, Portuguese
Best ForRules-comfortable groups building a long campaign from scratch, who would rather engineer a spell or a fighting style than choose one from a list.Groups who want detailed character customization and consistent simulation across different genres.
HighlightsExperience points work as a currency rather than a level track, so an attribute increase and an extra attack come off the same price list. The core book contains no spell list, so a spell is built from its method and effect and then developed with money and time. Knockout points absorb nonlethal damage while weapons bypass them for hit points, so beating an opponent unconscious and killing them are different outcomes.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.
ConsiderationsTask resolution switches between high-roll d20 checks and roll-under percentile proficiencies, so two scales run side by side. Spells and superhuman powers are built rather than chosen from a list, so two characters of the same level can differ widely in practical capability. Power scale needs policing: fantasy, superheroic, divine, and modern technology all run on one framework.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.