- Capa dura: 336 páginas
- Editora: Steve Jackson Games; Edição: 4th ed. (1 de setembro de 2004)
- Idioma: Inglês
- ISBN-10: 1556347294
- ISBN-13: 978-1556347290
- Dimensões do produto: 21,9 x 1,9 x 28,3 cm
- Peso de envio: 1,2 Kg
- Avaliação média: Seja o primeiro a avaliar este item
- Lista de mais vendidos da Amazon: no. 102,220 em Livros (Conheça o Top 100 na categoria Livros)
Gurps Basic Set: Characters (Inglês) Capa dura – 11 jul 2016
|Novo a partir de||Usado a partir de|
|Prazo||Valor Mensal (R$)||Total (R$)|
|2x sem juros||R$ 82,31||R$ 164,61|
|3x sem juros||R$ 54,87||R$ 164,61|
|4x sem juros||R$ 41,16||R$ 164,61|
|5x sem juros||R$ 32,93||R$ 164,61|
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Avaliações mais úteis de consumidores na Amazon.com
GURPS is my favorite RPG system. As other reviewers state, the system can be extremely detailed, fine grained, and gritty. OR it can be streamlined for fast, cinematic, narrative play. Don't let anyone convince you otherwise. GURPS Basic Set: Characters presents all you need for creating interesting characters, including simple systems for magic and psionics. The Campaigns volume presents detailed (but all pretty much optional) rules for combat and plenty of good advice for campaign building. GURPS is also very well supported as a system, with ample supplements for a wide variety of genres. I'd give it 10 stars if I could. Great job, Steve Jackson Games!
I've realized that the game I want to PLAY is GURPS, but it's not one I can GM effectively - at least, not to my own expectations (my players give me much positive feedback, so maybe I'm being silly). I'm going to try Fate Accelerated and see if that's a better fit as GM.
Maybe I'll be able to _play_ GURPS someday. It's the system I wish I'd paid attention to 25 years ago. It's not for everyone and it takes a good GM to tune this engine - I'm just not that guy right now.
If you like details and rules to handle most anything in any genre, this is your game - hands down.
I'm trying simpler systems for when I GM, but I'm always hoping to find someone local that runs GURPS. If you're looking at GURPS for your main game, know that it's the most amazing (and potentially overwhelming) toolkit for tabletop gaming you could imagine. You've been warned.
GURPS endeavors to give gamers the tools necessary to create literally ANY roleplaying experience imaginable. With only a few cartoonish exceptions, it feels as though Steve Jackson has succeeded with his game system.
The GURPS system uses only three six-sided dice (d6's) for most of the rolls you will be making, and encourages you to make use only of the rules you feel comfortable in order to make your game as streamlined or intricate as desired.
Character stats, rather than being randomized, are purchased with a point system, as are skills and attributes pertaining to your character. This actively replaces the leveling system familiar to most other RPG's, in that you don't have a level 15 Cleric, but rather a 1750 point character that has purchased traits that a cleric would have, with no penalty if he/she wanted to dabble in magery or barbarism as needed in the future.
Attributes (advantages or disadvantages) range from the mundane (Honesty) to the fantastic (Unkillable) and many rely heavily on Game Master approval. When generating or upgrading a character, advantageous traits can be purchased for points and disadvantages will reward you extra points, so I imagine a lot of power gamers giving their characters a fear of the dark so that they can also be able to fly or something.
Units in the game are given in real world terms, and so combat "rounds" actually last one second each, and moving distance is given in yards. The game is also set up so that most of the calculation is done during character creation, and so everything is spelled out on your character record ahead of time.
All in all, it's a very well thought out gaming system. I can't wait to try making a Flatworld-themed campaign using it!