GURPS vs Open Legend
Compare GURPS and Open Legend side by side. See differences in complexity, dice, genre, and more.
| GURPS | Open Legend | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Crunchy, Simulation, Character Building, Classless, Skill-Based, Modular, Toolkit, Tactical, Grid-Based, Strong GM Support | Toolkit, Classless, Hackable, Heroic, Modular, Character Building, Tactical, Crunchy |
| Core Mechanic | Roll 3d6 at or below a modified attribute or skill to succeed. Quick contests compare margins of success or failure. | Roll a d20 plus one or more attribute dice (d4 through d12 based on attribute score, scaling to multiple dice at higher scores) against a Challenge Rating. All dice explode on their maximum face and can keep exploding without limit. Characters have eighteen attributes split across Physical, Mental, Social, and Extraordinary categories; extraordinary attributes channel banes (negative effects) and boons (positive effects) instead of tracking a spell list. Advantage or disadvantage adds extra dice and drops the lowest or highest before summing. |
| Dice | 3d6 | d20 + d4–d12 |
| Complexity | Very High | Medium |
| Availability | Free quickstart | Free core rules |
| Runnability | 5 of 5 book tools | Book tools not listed |
| License | SJ Games Online Policy | Open Legend Community License (SRD) |
| 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 | Seventh Sphere Publishing |
| Year | 2004 | 2018 |
| Languages | English, Japanese, Korean, Portuguese | English |
| Best For | Groups who want detailed character customization and consistent simulation across different genres. | Groups who want a single classless engine to handle fantasy, science fiction, modern, or horror campaigns through eighteen attributes spanning physical, mental, social, and extraordinary domains, with magic and special effects folded into the same dice mechanic as combat. |
| 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. | All dice explode on maximum rolls with no cap, producing occasional dramatic result spikes through the same mechanic that handles ordinary rolls. Magic is folded into the attribute system through banes and boons, so extraordinary attributes like Energy or Entropy roll for fixed effects rather than tracking a spell list. Hits that exceed a defense by ten or more automatically apply a free bane on top of damage, so big roll-overs translate into status effects like knockdown or stunned rather than wasted overflow. |
| 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. | First-level character creation spends 40 attribute points across 18 attributes plus 6 feat points across a tiered feat list, producing heavy upfront decision load before play begins. Weapons have no damage dice (damage equals your action roll minus the target's defense), so weapon variety within a category is largely cosmetic, and the book itself notes that a longsword mechanically dominates a shortsword. Hit points come from Fortitude, Presence, and Will (HP = 2·(F+P+W) + 10) rather than from level, so a character who dumps all three stays near 10 HP regardless of how much XP they earn. |