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Old 06-06-2014, 05:07 PM   #21
Kromm
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Default Re: GURPS Dungeon Fantasy 16: Wilderness Adventures

Aha, I see what you're getting at . . . The 2d-4 on p. B223 only matters if the GM is hand-waving things to the tune of "Make a Survival roll for the whole trip. Failure means, um, bad stuff." It abridges every last specific use of Survival in all the rest of the Basic Set (foraging and poison berries being the most prominent example, whence the confusion, but also including cold, heat, failure to find water resulting in dehydration, etc.) Use that rule only if you're not using the more extensive alternatives! DF 16 simply offers "more extensive alternatives" more finely tuned to the wilderness hex-crawl experience, and if you apply them all, people can sustain a lot more injury than a piddly 2d-4.

Put another way, the p. B223 rule isn't even relevant if you're using the rest of the Basic Set in all its glory. It's a super-simplification. Even DF needs more detail than that to be interesting, if wilderness adventures are going to be important (and if you're buying a 60-page supplement, presumably they are).
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Old 06-06-2014, 05:48 PM   #22
Rasputin
 
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Default Re: GURPS Dungeon Fantasy 16: Wilderness Adventures

Quote:
Originally Posted by Kromm View Post
Put another way, the p. B223 rule isn't even relevant if you're using the rest of the Basic Set in all its glory. It's a super-simplification. Even DF needs more detail than that to be interesting, if wilderness adventures are going to be important (and if you're buying a 60-page supplement, presumably they are).
Gotcha. There are two players who are going to be happy that they don't make that roll anymore. (Which was going away with this supplement anyways, since from that standpoint, there is more detail.)
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