GURPS vs Modos 2
Compare GURPS and Modos 2 side by side. See differences in complexity, dice, genre, cost, and more.
| GURPS | Modos 2 | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Crunchy, Simulation, Sandbox, Character Building, Tactical | Toolkit, Modular, Hackable, Classless, Character Building, Tactical, Open Source |
| Core Mechanic | Roll 3d6 under target number. Advantage/disadvantage system via character traits. | When an outcome is uncertain, roll a d20 and add the relevant Physical, Mental, or Metaphysical attribute bonus, any applicable skill points, and difficulty. The Guide rolls for an opponent or the difficulty. The higher total earns a Pro result, and the lower earns a Con. A tie may be neutral or rerolled. A player can take half instead of rolling or spend a hero point for an extra d6 when their character concept applies. |
| Dice | 3d6 | d20 |
| Complexity | Very High | High |
| Accessibility | High | Very High |
| Runnability | High | High |
| License | SJ Games Online Policy | CC BY 4.0 (Rules Catalog only); all other material all rights reserved |
| Cost | Free (Lite) / $$$ | Free |
| Publisher | Steve Jackson Games | Michael Terlisner |
| Year | 2004 | 2018 |
| Best For | Groups who want a single system for every genre with granular simulation and deep customization. | Groups wanting a genre-flexible, classless campaign toolkit that can scale from simple contests to structured action scenes. It suits a Guide comfortable choosing campaign assumptions and assembling rules modules rather than running a fixed setting. |
| Highlights | Highly customizable point-buy system, simulation-focused, one system for any genre | The same opposed d20 contest resolves physical, mental, and metaphysical uncertainty, letting a campaign change genres without replacing its basic procedure. Acting on a character's flaw against their goal can earn hero points, turning complications into bonuses for later contests. Numbered rule dependencies and interchangeable modules give groups an explicit process for changing the game instead of relying on unsupported house rules. |
| 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 | Building a campaign asks the Guide to select its theme, curate option lists, set difficulties, and decide which modules apply. Default positioning uses abstract postures and range, so exact measured tactics require the optional Combat Crunch module. Broad skills, custom perks, and reskinnable powers rely on table agreement to keep character options comparable. |