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Old 01-18-2018, 10:39 PM   #11
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Default Re: DFRPG vs DF 1-19

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Originally Posted by demonsbane View Post
Besides the basic options for extra effort in combat, I miss the Evil Clerics and Unholy Warriors from Dungeon Fantasy 3: The Next Level.
I changed my game to properly represent DFRPG (as much as I could anyway). The biggest thing we lost was the diversity of Clerics and Gods and a couple of playable races.
It would've been very simple to keep those things in and, for the PC's, I did grandfather in a few races (a Minotaur, a Dark One, a Faun, etc.) but don't allow new characters to use them.

The biggest reason for me to switch my DF game of six years to DFRPG so completely is that I run it at conventions and I wanted to showcase what you get when you buy the box instead of what you get when you buy GURPS.
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Old 07-10-2019, 09:13 AM   #12
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Default Differences in Rules

I know player necromancers don't exist in Dungeon Fantasy, but I'm going to necro this thread anyway.

What are the changes in the rules of DFRPG relative to base GURPS? I'm not talking about rules that are omitted from DF, or minor rebalances like the adjustments to spell prereqs -- I'm talking about changes to the rules, like the aforementioned slams.
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Old 07-10-2019, 09:35 AM   #13
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Default Re: DFRPG vs DF 1-19

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Originally Posted by sir_pudding View Post
I feel like we had a thread discussing the mechanical differences but I can't find it.
We've had some threads on the subject, most recently one I started on changes to high mana but unfortunately none that really collected everything in one place AFAIK.

Edit: It would be useful to collect all this stuff in one place. There's a box in the designer's notes article in Pyramid #3/106 that mentions "The game’s approaches to Fright Checks, physical feats, and slams are quicker and easier to use. The rules for surprise are much clearer." The box also claims character point costs haven't changed, but I know of at least one case where this isn't true: Resistant to Disease and Resistant to Poison now cost 1 point per +1 bonus, instead of the more complicated +3/+8/immune scheme the rest of GURPS uses.

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Old 07-10-2019, 03:32 PM   #14
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Default Re: Differences in Rules

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Originally Posted by VIVIT View Post
I know player necromancers don't exist in Dungeon Fantasy, but I'm going to necro this thread anyway.

What are the changes in the rules of DFRPG relative to base GURPS? I'm not talking about rules that are omitted from DF, or minor rebalances like the adjustments to spell prereqs -- I'm talking about changes to the rules, like the aforementioned slams.
Slams and Spells are the only things I can think of where the rules have been outright changed.

Oh and Wealth. And armor is designed using the rules from Low-Tech, but without any of the 'under the hood'.
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Old 07-10-2019, 04:29 PM   #15
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Default Re: DFRPG vs DF 1-19

One significant rules change: The cost and weight of armor is the same for everyone, whether halfling or half-ogre.

In non-rules changes, there are some mods to profession templates. The main ones, off the top of my head: Bard powers are simplified for more efficiency, and barbarians shrink to SM 0.
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Old 07-10-2019, 05:28 PM   #16
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Default Re: Differences in Rules

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Originally Posted by evileeyore View Post
Oh and Wealth.
What did DFRPG do to Wealth that hadn't already been done by Dungeon Fantasy 2?
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Old 07-10-2019, 06:44 PM   #17
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Default Re: Differences in Rules

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Originally Posted by Michael Thayne View Post
What did DFRPG do to Wealth that hadn't already been done by Dungeon Fantasy 2?
My bad. By the time I'd gotten to that point I'd stopped thinking I was responding to "what are the differences between DF and DFRPG" and though I was responding to "what are the differences between Basic and DFRPG"...
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Old 07-11-2019, 08:05 AM   #18
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Default Re: DFRPG vs DF 1-19

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Originally Posted by tbone View Post
and barbarians shrink to SM 0.
This, by the way, is why they usually resist being washed.
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Old 07-11-2019, 06:36 PM   #19
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Default Re: DFRPG vs DF 1-19

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This, by the way, is why they usually resist being washed.
It's actually okay to wash them on cold, but do not heat dry them. Let them drip dry.
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Old 07-18-2019, 08:01 AM   #20
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Default Re: DFRPG vs DF 1-19

Another change: some skills no longer require specialization. I count six (Boating, Current Affairs, Naturalist, Navigation, Savoir-Faire, and Strategy) but might be missing one or two. In some cases, this is a natural decision—Dungeon Fantasy doesn't seem to use Savoir-Faire (Military), for example—but in other cases it leads to results subtly inconsistent with vanilla GURPS. Arguably, in those cases, it's all for the best—distinctions between specialties of Current Affairs don't really matter in Dungeon Fantasy—but it's another item for my list of "things I really wish were called out somewhere".
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