GURPS vs Index Card RPG
Compare GURPS and Index Card RPG side by side. See differences in complexity, dice, genre, cost, and more.
| GURPS | Index Card RPG | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Crunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-Based | Fast-Paced, Dungeon Crawl, Low-Prep, Rules-Light, One-Shot Friendly, Combat-Heavy, Pulp Action, Ascending AC, Tag-Based |
| Core Mechanic | Roll 3d6 under target number. Advantage/disadvantage system via character traits. | Roll d20 + stat vs. a single Target Number for the whole scene. On a hit, roll an Effort die (d4–d12 by type) to chip away at a task's Hearts (10 HP each). Timer dice count down each round to create urgency. |
| Dice | 3d6 | d20 + d4–d12 |
| Complexity | Very High | Low |
| Accessibility | High | Medium |
| Community | Medium | High |
| License | SJ Games Online Policy | 3rd Party License |
| Cost | Free (Lite) / $$$ | $$ |
| Publisher | Steve Jackson Games | Runehammer Games |
| Year | 2004 | 2019 |
| Best For | Groups who want a single system for every genre with granular simulation and deep customization. | Groups who love D&D's d20 feel but want something faster, lighter, and more improvisational. Excellent for high-energy dungeon crawls with minimal prep. |
| Highlights | Highly customizable point-buy system, simulation-focused, one system for any genre | Very fast play, extensive GM tools, five genre settings included, highly hackable, timer dice create real tension |
| Considerations | 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 | DIY philosophy can overwhelm new GMs, loot-as-progression feels punishing if gear is lost |