When comparing GURPS 4th Edition vs Cyberpunk 2020, the Slant community recommends GURPS 4th Edition for most people. In the question“What are the best tabletop RPGs?” GURPS 4th Edition is ranked 10th while Cyberpunk 2020 is ranked 17th. The most important reason people chose GURPS 4th Edition is:
GURPS can be as crunchy as you like, with rules available to cover any situation, but at its core, there are only about three rules you need.
Ranked in these QuestionsQuestion Ranking
Pros
Pro Modular rules
GURPS can be as crunchy as you like, with rules available to cover any situation, but at its core, there are only about three rules you need.
Pro Great sourcebooks
GURPS sourcebooks are famous for being comprehensive guides to the settings/genres they describe, to the degree that even people who don't play GURPS find them useful.
Pro Option for Cinematic Rules
There is an option to make combat far less deadly.
Pro Long character creation creates a bond with your character
Spending a lot of time creating your character also helps with creating a bond with them. This way you will be more encouraged to keep them alive than going around doing dangerous things which would most likely end up killing them. Moreover, In depth character creation flushes out the back stories that enrich the role playing experience. Vampire also has a lengthy character building process for this reason.
Pro Character mortality
In GURPS, characters can be killed by a single blow to the head with a wood plank. For gamers seeking a more "realistic" level of mortality, GURPS is your game.
Pro Deep character creation and fast-paced action
With its system for creating character traits and backstory, CB2020 inspires players to build well-rounded characters with adventure seeds built directly into their histories. Skill-checks are based on a D10 roles plus attribute and skill values against difficulty levels, and combat tends to be quick and dirty, keeping the focus on the action and allowing for cinematic gameplay.
Pro Faithful rendition of "cyberpunk" fiction
Pro Universal Stat+Skill+d10! roll-system for determining success
There is a universal roll of using a character's appropriate Stat, a Skill related to that stat and to the action needed, and an exploding d10 die (if you roll a 10, you will start to have adequate "critical hit" thrills by rolling some more, but if you roll a 1 that is a potentially dangerous Fumble on the Fumble Chart, 60% of the time).
Cons
Con Extremely Simulationist
Con Requires too much GM babysitting
Too many options with no setting structure and the freedom to do whatever is a liability, not a perk.
Con Boring rule system
Con Boring rule system
Con Core rules need two books
Con Long character creation
The lion's share of the work in GURPS is front-loaded: characters are built on points, pieced together with attributes, advantages, disadvantages, quirks, skills, powers, spells, cybernetics, and whatever else your game requires. Expect to spend easily an hour or more creating your character.
Con Option paralysis
Sometimes having so many dials to turn is not a good thing. It can be hard to create a game with so many options available.
Con Chance may be more important than strategy
With a system that gives every roll a 10 percent chance to be a fumble or critical hit (respectively), gameplay can at times become somewhat arbitrary. Some players and GMs may find this high level of randomness enjoyable as a way of disrupting well-conceived plans, and the excellent fumble tables in particular contain loads of hilarity and mayhem. Others may feel the need to 'hack' the rules a bit.
Con A future that is almost an alternate history at this point
Set in a time that is almost upon us, the 1980s vision of the dark future can seem anachronistic, and it may require serious suspension of disbelief for anyone who did not grow up with the genre. Imagine cassette tapes were still around, mobile phones were still the size of a brick, and wifi was rare and expensive.