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GURPS vs Tricube Tales

Compare GURPS and Tricube Tales side by side. See differences in complexity, dice, genre, cost, and more.

GURPSTricube Tales
GenreUniversalUniversal
Play StyleCrunchy, Simulation, Sandbox, Character Building, TacticalRules-Light, Player-Only Rolls, Narrative, Toolkit, Beginner-Friendly, Family, Open Source
Core MechanicRoll 3d6 under target number. Advantage/disadvantage system via character traits.Players roll one to three six-sided dice against a difficulty of 4 to 6 and succeed if any single die meets or beats it. The pool comes from the archetype: 3d6 when the character's trait fits the challenge, 2d6 when it does not, and one die fewer when the task falls outside their concept. Succeeding on two or three dice is an exceptional success, and rolling all ones is a critical failure. Players make every roll, including defense, so the GM never rolls dice. Karma tokens lower a difficulty by 1 or fuel a perk, while declaring a quirk raises it by 1 to earn karma back.
Dice3d6d6 dice pool
ComplexityVery HighLow
AccessibilityHighVery High
RunnabilityHighMedium
LicenseSJ Games Online PolicyCC BY 3.0
CostFree (Lite) / $$$Free / $
PublisherSteve Jackson GamesZadmar Games
Year20042026
Best ForGroups who want a single system for every genre with granular simulation and deep customization.Tables that switch settings often and want one ruleset to cover all of them, or groups introducing children and first-time players who need rules with no arithmetic.
HighlightsHighly customizable point-buy system, simulation-focused, one system for any genrePlayers roll to attack and to defend while the GM never touches the dice, which keeps the GM focused on describing the world rather than resolving it. Declaring a quirk raises a challenge's difficulty but refunds a karma token, giving players a mechanical reason to drag their own flaws into a scene. Eleven optional genre modules cover magic, superpowers, vehicles, and mass battles, so one ruleset stretches across settings without a second book.
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 sourcebooksThe GM assigns every difficulty and adjudicates what each perk can do, so outcomes rest on one person's consistency rather than on written rules. Characters are built from a single archetype, perk, and quirk, which leaves little mechanical distinction between two PCs who share a trait. Gear grants no bonuses and exists only to justify what a character can attempt, so equipment choices never change the dice.