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GURPS vs Modos 2

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

GURPSModos 2
GenreUniversalUniversal
TagsCrunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM SupportToolkit, Modular, Hackable, Classless, Character Building, Tactical, CC-Licensed Rules
Core MechanicRoll 3d6 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure.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
AvailabilityFree quickstartFree core rules
Runnability5 of 5 book tools4 of 5 book tools
LicenseSJ Games Online PolicyCC BY 4.0 (Rules Catalog only); all other material all rights reserved
Third-Party PublishingNoncommercial only — SJ Games Online PolicyNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherSteve Jackson GamesMichael Terlisner
Year20042018
LanguagesEnglish, Japanese, Korean, PortugueseEnglish
Best ForGroups who want detailed character customization and consistent simulation across different genres.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.
HighlightsPoint budgets let players build characters around chosen strengths and limitations. Optional rules let the GM tune the level of detail for a campaign. Maneuver choices give combatants trade-offs between attacking, moving and defending.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.
ConsiderationsSelecting and modifying character traits takes time during character creation. Detailed combat can require several rolls to resolve one attack. The GM must establish which abilities and optional rules fit the campaign.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.