Notations used: a lone "added" means the material is entirely new to the Basic Set (although it probably appeared elsewhere in worldbooks or Roleplayer). The symbol "=>" separates simple value or phrasing changes, with the 2nd edition value before, and the 3rd edition after, the change symbol.
Changes from GURPS Basic Set 2nd edition to 3rd edition ======================================================= Wealth and Status ================= Dead Broke: -20 => -25 pts. Advantages ========== Clerical Investment: added Combat Reflexes: 10 => 15 pts., gives new bonuses to Active Defenses, Fast-Draw, Fright Checks Double-Jointed: bonus to Acrobatics removed Eidetic Memory: first level: 20 => 30 pts. Legal Enforcement Powers: added Lightning Calculator: added (split off from old Mathematical Ability) Longevity: added Magical Resistance: added Mathematical Ability: skill bonuses changed, computational ability moved to Lightning Calculator advantage Military Rank: added Musical Ability: now explicitly includes Singing in affected skills Rapid Healing: 10 => 5 pts. Toughness: "eyes" exception added Voice: added bonus to Performance skill Allies: added Patrons: several minor clarifications Disadvantages ============= Limiting Disadvantages: 3-disadvantage limit removed, "required" disadvantage exception to -40 pt. limit added Primitive: added Social Stigma: the -20 pt example (slaves) removed Dwarfism: added -1 penalty to Move, ST-4 for Jumping Fat: added penalties for Disguise, Shadowing, ST+2 bonus for Slams Lame: One Leg: Move 1 => 2 Low Pain Threshold: added Mental Disadvantages: the "14 rule" clarified, uses new Will rolls Absent-Mindedness: added Berserk: IQ => Will roll, mechanics for negative HT changed to accomodate new consciousness rules Bloodlust: added Code of Honor: added Combat Paralysis: added Compulsive Behavior: added Compulsive Lying: added Delusions: names changed, -10 pt. version added Gullibility: added Intolerance: added Phobias: mechanics changed to use new Fright Check rules, -3 penalty to IQ and DX for Severe forms; Fear of Crowds: modifiers added Fear of Sharp Things: added Squeamishness: added Fear of Weapons: added Shyness: added Split Personality: new mechanics for designing characters with this problem Truthfulness: Detect Lies modifier added Vow: added Weak Will: added Dependent: added 50-75 pt. NPCs as 0 pt. Allies; x1/2 modifier for employer/acquaintance added Duties: frequency table changed slightly Enemies: single 50 pt. enemy -6 => -5 Quirks ====== changes to quirks allowed: added "open" quirks: added Skills ====== Prerequisites: added prohibition on using defaults for prereqs Specializing: added -2 "outside specialty" penalty for having 2 specialties Familiarities: sidebar added Maximum Default: added effective attribute maximum of 20 for defaults Point Costs for Skills: lower limit of cost now 1/2 pt. for all skills Improving Skills with Defaults: sidebar added Animal Skills ------------- Falconry: added Packing: added Teamster: added Veterinary: unfamiliar type penalty -5 => -2 Artistic Skills --------------- Bard: Performance-2 default added, language penalties added Writing: time modifiers -5/+5 => -3/+3 Athletic Skills (was Physical Skills) --------------- Acrobatics: Double-Jointed bonus removed, added substitution for DX rolls, added Acrobatic Dodge Breath Control: added (Bicycling moved to Vehicle Skills) Scuba: slight change in failure effects Skiing: slight change in critical failure effects Swimming: rules changed and moved to Success Rolls chapter Combat/Weapon Skills -------------------- Blackjack: added Blowpipe: added Bolas: added Brawling: "native punching ability" default mention removed Broadsword: default to Force Sword-3 added Buckler: added Fast-Draw: added specialties (Blackjack, Magazine, Speedloader), added +1 bonus for Combat Reflexes Force Shield: added Force Sword: added Gunner: +1/+2 bonuses for IQ 11-12/13 => 10-11/12 Lance: added Lasso: added Net: added Shield: Block 1/3 => 1/2 Shield skill, added default Buckler-2 Shortsword: added default to Force Sword-3 Spear Thrower: added Spear Throwing: added default to Spear Thrower-4 Speed-Load: added Two-Handed Sword: added default to Force Sword-3 Whip: added Craft Skills ------------ (Architecture moved to Scientific Skills) Armoury: TL5+ definition clarified, specialties added, added -5 penalty for no tools at TL9+ (Engineer moved to Scientific Skills) Jeweler: default Blacksmith-3 => Blacksmith-4 Mechanic: (moved here from Vehicle Skills) Language Skills --------------- Levels of Language Skill: table changed substantially Gesture: cultural penalties added Telegraphy: added Medical Skills -------------- Diagnosis: default First Aid-4 => First Aid-8 Hypnotism: added Physician: default First Aid-7 => First Aid-11 Surgery: default First Aid-8 => First Aid-12 Outdoor Skills -------------- (Boating moved to Vehicle Skills) Navigation: added -4 penalty for no equipment Survival: added -2 penalty for unfamiliar continent/planet Professional Skills ------------------- Accounting: (moved here from Scientific Skills) Computer Operation: (moved here from Scientific Skills) Electronics Operation: added (was Electronics in earlier worldbooks) Heraldry: added Law: (moved here from Social Skills) Scientific Skills ----------------- added -2 penalty for two specialties Architecture: (moved here from Craft Skills) Electronics: added (replaces Engineer (Electronics)) Engineer: (moved here from Craft Skills), Electonics specialty => new skill Genetics: added specialty Genetic Engineering at TL9+ Geology: added default Prospecting-4 Metallurgy: added default Jeweler--8 Meteorology: instrument bonus (TL-5) => (TL-4) Prospecting: added Social Skills ------------- Acting: added default Performance-2 Administration: added skill 15+ requirement for +2 reaction bonus Area Knowledge: added Diplomacy: added stuff on influence skills Performance: added Savoir-Faire: added -6 penalty for alien culture Strategy: now requires specialization, added default Strategy (other)-4 Thief/Spy Skills ---------------- Camouflage: added Detect Lies: IQ difference effects removed, -4 penalty for opponent Acting or Fast-Talk skill removed, added -2 penalty for different species Disguise: IQ difference effects removed Holdout: added Intelligence Analysis: added Traps: added equivalance to Electronics (Security Systems) at TL7+ Underwater Demolition: added Vehicle Skills -------------- "starting" skill roll now only required if using skill at default added 15+ skill critical failure aversion rule Bicycling: (moved here from Physical Skills) Boating: (moved here from Outdoor Skills) Driving: unfamiliarity penalty -1 => -2, added ATV specialty (Mechanic moved to Craft Skills) Motorcycle: now requires specialization Piloting: M/H based on IQ => P/A based on DX, added explanation of failure results, added penalties for simple and complex craft, added new specialties, space piloting prereqs of Free Fall and Vacc Suit eased Powerboat: changes to required rolls for operation Equipment and Encumbrance ========================= Armor Types: added TL7+ armor types Damage Types and Damage Bonus: bullets changed from crushing to special case Your Move Score: added clarification of Running skill effects, Running effect on Speed => Move Character Development ===================== Disadvantages Gained During Play (sidebar): the "no cost" method of eliminating such gained disadvantages has been removed Improvement Through Study (sidebar): study equivalent of 1 pt. = 1000 hours => 200 hours Age and Aging: modifier for aging HT rolls +TL => +(medical TL-3) Random Characters ================= Advantages and Disadvantages (table): Disadvantage #4 Megalomania => Poor I'm not bothering with the sample characters or the adventures. **************************************************************************** Success Rolls ============= Default Rolls: max of 20 for attributes on default rolls added Automatic Success: automatic success for effective skill 25+ removed Running: Running skill bonus added (actually clarified) Lifting and Moving Things: added "Shift Slightly" category, "Pull on Wheels" divisor 20/40 => 10/20 Digging: added Swimming: HT loss => Fatigue loss, roll added 1 minute after success ending a failure series, added rules for combat in water Holding Your Breath (sidebar): added Lifesaving: failure -2 HT => -1 ST, -6 HT => -6 ST, critical failure no longer requires Swimming roll to recover Vision: partial darkness modifiers -1 to -5 => -1 to -9, modifiers for Bad Sight added Will Rolls: added Fright Checks: added Influence Rolls (sidebar): added Long Tasks (sidebar): added Fright Check Table: added Basic Combat ============ Change Position: attack now allowed on kneeling<=>standing change Aim: added new Snap Shot rule, Accuracy modifier All-Out Attack: added +2 damage option Reloading Time (sidebar): Fast-Draw (Arrow) removed All-Out Defense: added clarification about parrying twice with weapons which become unready Hit Penalties (sidebar): standing in water -4 => detailed rules under Swimming Active Defense: added +1 bonus for Combat Reflexes Dodging: added Acrobatic Dodge option Blocking: 1/3 => 1/2 Shield skill Parrying: special parrying rules moved here, added -1 to parries by Knife Effects of Injury (sidebar): added weapon use after knockdown rules, change to unconsciousness at -HTs Close Combat ------------ Punching: Thrust => Thrust-2 damage, added Brawling and Karate skills as alternates to DX roll Kicking: added Brawling-2 and Karate skill rolls as alternates for DX-2 roll, damage Thrust+2 (or +3) => Thrust (or Thrust+1), added skill roll as alternate to DX roll to avoid fall on failure Parrying Bare-Handed: can now parry thrusting attacks without -3 modifier Advanced Combat =============== Movement -------- Change Position: added "Step and ..." to kneeling<=>standing position change Aim: added can move lesser of 2 or 1/2 Move, added Snap Shot/Accuracy rule The Fast-Draw Skill (sidebar): added speedloaders and magazine to list Wild Swing (sidebar): added Darkness penalty All-Out Attack: added +2 damage option Step and Feint: added Shield Feints Step and Wait: change to simultaneous attack rule, replaces old Stop Thrust, moved opportunity fire here Long Action: added time for full plate/ultra-tech combat armor Move: added option of aiming/firing ranged weapons Costs for Movement (sidebar): added water rules under Bad Footing Active Defenses: added +1 for Combat Reflexes Dodging: retreat now separate option, added Acrobatic Dodge Blocking: 1/3 => 1/2 Shield skill Retreating: expanded rules, now applies to any active defense, clarification -- foe's reach unaffected, added limit of once/turn Hit Locations ------------- Deciding Where to Attack (sidebar): head => brain, added mention of massive damage in body entry Hit Penalties for Different Body Parts: now in tables section, major changes, head "miss by 1" rule changed and also applied to vitals (Backpack "armor" PD2/DR2 removed) Massive Damage (sidebar): added Advanced Injury Rules (sidebar): head hit rules moved to table section and changed: head damage bonuses x2/x3/x4 => x4/x4/x4 for brain hit Knocking a Weapon Away (sidebar): substantially changed Close Combat ------------ Choke or Strangle: added suffocation damage Break Free: added limitation to 1 try/10 secs if pinned Weapons for Close Combat (sidebar): pistols: now have no modifier in CC, brass knuckles: added time to put on, -2 to weapons in that hand, blackjack entry changed slightly Slams: added +2 for medium or large shield, changed effect of ST roll crit failure Flying Tackle: added Dodge defense option and failure modifier, added automatic grapple on success by 4+ Trample: "to hit/Dodge" rolls => Contest of DX (Snap Shots (sidebar): removed) (Stop Thrusts (sidebar): removed) Striking Into a Close Combat: miss "flat" 9 to hit others => at best 9 to hit Ranged Weapons -------------- Major revisions to stats: PB => SS, INC => ACC Ranged Attacks on Human Targets (sidebar): added Pop-Up Attacks (sidebar): can now pop-up with crossbow, Dodge&Retreat no longer allowed Aiming (sidebar): added "Aiming on the Move" Firing Upward and Downward: added exception for beam weapons Firing on the Move: added Firing Through an Occupied Hex: added -8 penalty for sonic weapons Hitting the Wrong Target: removed critical failure can hit target on ground Guns: added Opportunity Fire (sidebar): modifier for one hex -4 => -2, added rule for "not automatic" attack Damage to Shields (sidebar): metal shields available at TL3-4 => 2-4, added force shields Explosions: added Special Situations ------------------ Suffocation (sidebar): added Partial Surprise: added modifiers for Combat Reflexes, Tactics skill Shield Bashing: added parry at -2 for weapons over 2 lbs. Torches and Flashlights (sidebar): added flashlights Attack from Above: simple Vision roll => Contest of Skill (Stealth vs. Vision), added +2 bonus for looking up Injuries, Illness and Fatigue ============================= General Damage: rules for consciousness at negative HT changed Shock: added IQ penalty for damage taken Knockout: added Effects of Crippling Injuries (sidebar): now lowers PC's point value Medical Care: table extended to TL15+, assistants rule removed Recovering from Unconsciousness: added rule for recovering when HT>0 Starvation and Dehydration (sidebar): (moved here), IQ rolls => Survival or Naturalist skill rolls Dying Actions (sidebar): added Flame: substantially changed Heat: added Freezing: added effects of high-tech armor, temperatures in Centigrade => Fahrenheit Bleeding (sidebar): added Falling: armor DR effects changed Fatigue: added prohibition on negative Fatigue, added extra Fatigue point gained from eating Mounted and Vehicle Combat ========================== almost all added weapon skills at -2 => skill is minimum of Riding and weapon skill added swung weapons at -2 skill, +2 damage added active defenses for riders Flight ====== all added Animals ======= Biting Damage (sidebar): small changes to table, damage impaling => cutting animal descriptions (sidebars): many minor changes Animal Training: added daily session times Encumbrance: added rules for load-pulling equipment, added +2 bonus for grain-fed horses Fantasy Creatures (sidebar): added Magic ===== all added Psionics ======== all added Game Mastering ============== The Cinematic Campaign (sidebar): added Avoiding Character Inflation: added Game Worlds =========== Tech Levels: added TLs 11-16+ Travel: added mechanical transport rules Weather (sidebar): added Terrain and Travel: modifiers substantially changed Social Level and Cost of Living: added Modern column to table Jobs: rules substantially changed Job Success Rolls: added Defining New Jobs (sidebar): added Writing Your Own Adventures =========================== Features of a Good Adventure (sidebar): added We're Professionals (sidebar): added Charts & Tables =============== Ranged Weapon Attacks: size/speed/range modifiers totally revised Firearm Critical Miss Table: added Parts of the Body: substantially changed NPC Reactions ------------- Commercial Transactions: added "less favorable" rule, added 50% of fair price floor, Merchant-20+ bonus +3 => +2 Ancient/Medieval Hand Weapon Table ---------------------------------- Blackjack: added Broadsword: Force Sword-3 default added Fencing: weapon names changed, saber $400 => $700 Lance: added Shortsword: Force Sword-3 default added Spear: 2-handed spear damage thr+2 => thr+3; pike entry removed Two-Handed Axe/Mace: scythe entry added Two-Handed Sword: Force Sword-3 default added, Whip: added Ancient/Medieval Ranged Weapon Table ------------------------------------ (all): PB and INC removed, SS and ACC added Blowpipe: added Bolas: added Lasso: added Net: added Spear Thrower: added Spear Throwing: added Spear Thrower-4 default Modern and Ultra-Tech Weapons: added Ancient/Medieval Armor: areas covered added, Backpack added to torso list, Chainmail without cloth under: PD 0 => PD 3 Modern and Ultra-Tech Armor: added Fantasy/Medieval Equipment: $= silver farthing => copper farthing, brandy added, added -2 penalty to Surgery without doctor's bag, grapnel 3 lbs. => 2 lbs., hatchet added, whetstone added Modern Equipment: added