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Old 10-06-2017, 12:12 PM   #7
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: GURPS Fantasy-Tech 2: Weapons of Fantasy

Quote:
Originally Posted by Pseudonym View Post
If someone with DFRPG reads "perk" as one point advantage, and the one technique as "5 point advantage that requires specialization (or 6 points really if you follow the pattern in DF11,)" then it's 99.9999% usable.
True, I was thinking strictly in the terms of the main selling feature, the equipment itself (and simple modifiers done with CF or straight multipliers).

The math on some of the optional elaborations is clearly why this is a GURPS book and not a DFRPG book, but the base stuff is solid and simple. If you drop the perks and techniques entirely, some of the equipment does become less useful, so it's going to have to be one of those books where you stick a note on it for your DFRPG-playing-friend before you lend it to them.
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