GURPS vs Storypath Ultra
Compare GURPS and Storypath Ultra side by side. See differences in complexity, dice, genre, cost, and more.
| GURPS | Storypath Ultra | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Crunchy, Simulation, Sandbox, Character Building, Tactical, Realistic, Grid-Based | Toolkit, Modular, Hackable, Cinematic, Heroic, Narrative, Character-Driven, Investigation, Social Intrigue, Skill-Based, Classless, GM-Friendly |
| Core Mechanic | Roll 3d6 under target number. Advantage/disadvantage system via character traits. | Roll a pool of d10s equal to Skill + Attribute. Each die showing 8+ is a hit; 10s count as two hits. Add Enhancement (bonus hits from gear, abilities, or circumstances). Spend hits to meet the difficulty, buy off Complications (side effects attached to the roll), or purchase Tricks (extra effects like knockdown or critical hits). Failed rolls generate Momentum, a shared pool players spend for bonus hits, to turn failures into successes, or to introduce story facts. |
| Dice | 3d6 | d10 dice pool |
| Complexity | Very High | Medium |
| Accessibility | High | Medium |
| Community | Medium | Low |
| License | SJ Games Online Policy | Proprietary (third-party license pending) |
| Cost | Free (Lite) / $$$ | $$ |
| Publisher | Steve Jackson Games | Onyx Path Publishing |
| Year | 2004 | 2026 |
| Best For | Groups who want a single system for every genre with granular simulation and deep customization. | Groups who want a genre-agnostic d10 dice pool engine with dedicated subsystems for action, investigation, and social intrigue — especially those building their own setting or adapting existing Storypath games. |
| Highlights | Highly customizable point-buy system, simulation-focused, one system for any genre | Three distinct play modes — action-adventure, investigation, and influence — each with dedicated mechanics. Complications and Tricks give every successful roll narrative texture beyond pass/fail. Momentum turns failed rolls into a shared resource that keeps the story moving. Modular building-block systems (powers, heists, vehicles, crafting, large-scale combat) plug into any game. |
| 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 | No included setting beyond three short examples — groups must build or adapt their own world. No free quickstart or SRD available. The promised third-party publishing license is not yet live. Multiple interacting subsystems (Enhancement, Advantage, bonds, Complications) take several sessions to internalize. |