ESSER vs GURPS
Compare ESSER and GURPS side by side. See differences in complexity, dice, genre, cost, and more.
| ESSER | GURPS | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Rules-Light, Theater of the Mind, One-Shot Friendly, Short Sessions, Fast-Paced, Low-Prep, Freeform Magic, Cinematic, Classless, Roll to Cast | Crunchy, Simulation, Sandbox, Character Building, Tactical |
| Core Mechanic | Roll d20 + skill bonus + attribute bonus. A result of 1–9 fails with a complication, 10–14 succeeds at a cost, 15–19 fully succeeds, and 20+ succeeds with an epic effect. | 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 | Proprietary | SJ Games Online Policy |
| Third-Party Publishing | No verified route found | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $$ |
| Publisher | Espen Erlandsen | Steve Jackson Games |
| Year | 2026 | 2004 |
| Languages | English | English |
| Best For | Groups seeking a two-hour, genre-flexible one-shot where the same d20 engine handles action and conversation. | Groups who want a single system for every genre with granular simulation and deep customization. |
| Highlights | The same d20 roll handles standard checks and direct contests, making transitions between scene types quick. Interface scales open-ended supernatural or technical effects by skill tier, letting one procedure cover magic and hacking. NPCs need a core bonus, Strikes, and an optional trait, so a GM can prepare threats with few statistics. | Highly customizable point-buy system, simulation-focused, one system for any genre |
| Considerations | No default setting is provided, so groups must supply a world for their adventure. Gear grants fictional permission rather than numeric bonuses, limiting equipment-based builds. Strikes reset after each adventure, so the track does not preserve mechanical attrition between adventures. | 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 |