Eventually, however, I began to want something that was even more flexible than DQ, which had few skills outside those explictly part of the professional skills (Alchemist, Mechanican, Troubadour, etc.) and the combat skills. I eventually found GURPS, initially 2nd edition and eventually 3rd edition, and found it perfect for my purpose. I converted[35] all the characters from DQ to 3rd edition GURPS (they ended up around 350 points, and were probably a little more powerful and considerably more well-rounded) and important NPCs over (the chief villain of the campaign ended up at well over 1000 points), and the players were able to adjust pretty quickly. (They were already used to a detailed tactical hex-grid combat system from DQ, so adapting to GURPS wasn't that much of a stretch.) All in all, it worked out very well.