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ESSER vs GURPS

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

ESSERGURPS
GenreUniversalUniversal
TagsRules-Light, Theater of the Mind, One-Shot Friendly, Short Sessions, Fast-Paced, Low-Prep, Freeform Magic, Cinematic, Classless, Roll to CastCrunchy, Simulation, Sandbox, Character Building, Tactical
Core MechanicRoll 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.
Diced203d6
ComplexityVery LowVery High
AccessibilityVery HighHigh
RunnabilityMediumHigh
LicenseProprietarySJ Games Online Policy
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherEspen ErlandsenSteve Jackson Games
Year20262004
LanguagesEnglishEnglish
Best ForGroups 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.
HighlightsThe 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
ConsiderationsNo 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