Origin[]
The Basic Set (Third Edition) Revised (1996, 1998, 1999, 2002, 2004) started life out as the 9th printing of Basic Set Third Edition (1988, 1989, 1991, 1992, 1993, 1994) but the people working on it "looked at the book and said, “Wait a minute! This is 1994!”
Since GURPS first came out, a number of really (pardon the expression) generic rules have appeared . . . rules that should be in the Basic Set. Most are for character creation – advantages, disadvantages and skills that would fit into almost any genre."[1]
"We have also released GURPS Compendium I and II. These are two big books of GURPS stuff. These books include every advantage, disadvantage and skill that we’ve ever published (expect those that are so closely tied to specific licensed worldbooks that there would be no point in it). Plus, finally, once and for all, the Mass Combat System, and a lot of other things that GURPS players kept asking us to repeat. Anything that’s in the Compendium will not be repeated in later books, freeing up a lot more space for brand-new stuff."
"The Compendium also include everything from this Appendix. If you have an old Third Edition, and the new Compendium, you’ll have it all."
The informal name for this version (Basic Set plus Compendiums) was "GURPS 3.5 Edition"[2] Its formal title, along with all pre 4th edition material still in print, is GURPS Classic which can be rendered as "Classic". Basic Set (Third Edition) Revised on its own can be viewed as effectively 3.25 Edition.
Contents[]
- 1. Basic Attributes
- 2. Physical Apperance
- 3. Wealth and Status4.
- 4. Advantages
- 5. Disadvantages
- 6. Quirks
- 7. Skills
- 8. Equipment and Encumbrance
- 9. Completing Your Character
- 10. Character Development
- 11. Random Characters
- 12. Success Roles
- 13. Basic Combat
- 14. Advanced Combat
- 15. Injuries, Illness and Fatigue
- 16. Mounted and Vehicle Combat
- 17. Flight
- 18. Animals
- 19. Magic
- 20. Psionics
- 21. Game Mastering
- 22. Game Worlds
- 23. Writing Your Own Adventures
- Charts and Tables
- All in a Night's Word
- Appendix (replaced "Caravan from Ein Arris" which was reworked into Caravan to Ein Arris in 4e)
Classic vs 4e in terms of Cost[]
Not all the Classic edition rules were in the basic set from 1997 on - many advantages and information (including rule changes) that are in 4e Basic Set ($49.95; $29.99 for PDF + $34.95; $29.99 for PDF) are in the two Compendiums which are $26.95 (S16.99 for PDF) and $13.99 ($9.95).
So to get everything that is in 4e Basic Set ($84.93 hard copy; $59.98 for PDF); in Classic edition you need Classic Revised, which is $29.95/$24.95 ($19.99 for PDF) and the two Compendiums for a grand total of $114.85 for the hard copies and $46.93 for the PDF versions.
While those prices are from going through Steve Jackson Game itself and Amazon can get you better deals on either set of books, from a "brand new" standpoint 4e is far cheaper in hard book form (and only slightly more expensive in PDF form) The only real advantage regarding Classic is that most of the supplements are in Classic rules and require conversion for use in 4e but these are being (slowly) replaced by 4e versions.
Included Adventure[]
- "All in a Nights Work"[3]
See Also[]
References[]
- ↑ Basic Set (Third Edition) Revised pg 232
- ↑ "Review of GURPS Basic Set Third Edition Revised" RPGnet
- ↑ pg 218-231