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GURPS vs Modos 2

Compare GURPS and Modos 2 side by side. See differences in complexity, dice, genre, cost, and more.

GURPSModos 2
GenreUniversalUniversal
Play StyleCrunchy, Simulation, Sandbox, Character Building, TacticalToolkit, Modular, Hackable, Classless, Character Building, Tactical, Open Source
Core MechanicRoll 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.
Dice3d6d20
ComplexityVery HighHigh
AccessibilityHighVery High
RunnabilityHighHigh
LicenseSJ Games Online PolicyCC BY 4.0 (Rules Catalog only); all other material all rights reserved
CostFree (Lite) / $$$Free
PublisherSteve Jackson GamesMichael Terlisner
Year20042018
Best ForGroups 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.
HighlightsHighly customizable point-buy system, simulation-focused, one system for any genreThe 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.
ConsiderationsCharacter 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 sourcebooksBuilding 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.