GURPS vs Modos 2
Compare GURPS and Modos 2 side by side. See differences in complexity, dice, genre, and more.
| GURPS | Modos 2 | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Crunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support | Toolkit, Modular, Hackable, Classless, Character Building, Tactical, CC-Licensed Rules |
| Core Mechanic | Roll 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. |
| Dice | 3d6 | d20 |
| Complexity | Very High | High |
| Availability | Free quickstart | Free core rules |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | SJ Games Online Policy | CC BY 4.0 (Rules Catalog only); all other material all rights reserved |
| Third-Party Publishing | Noncommercial only — SJ Games Online Policy | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Steve Jackson Games | Michael Terlisner |
| Year | 2004 | 2018 |
| Languages | English, Japanese, Korean, Portuguese | English |
| Best For | Groups 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. |
| Highlights | Point 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. |
| Considerations | Selecting 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. |