01-18-2018, 10:39 PM | #11 | |
Join Date: Aug 2004
Location: Phoenix, Arizona, USA, Earth, Sol, Milky Way, Infinity.
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Re: DFRPG vs DF 1-19
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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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07-10-2019, 09:13 AM | #12 |
Join Date: Jun 2018
Location: The Wired
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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. |
07-10-2019, 09:35 AM | #13 | |
Join Date: May 2010
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Re: DFRPG vs DF 1-19
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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. Last edited by Michael Thayne; 07-18-2019 at 07:46 AM. |
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07-10-2019, 03:32 PM | #14 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Differences in Rules
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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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07-10-2019, 04:29 PM | #15 |
Join Date: Aug 2004
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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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07-10-2019, 05:28 PM | #16 |
Join Date: May 2010
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Re: Differences in Rules
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07-10-2019, 06:44 PM | #17 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Differences in Rules
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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07-11-2019, 08:05 AM | #18 |
Join Date: Jan 2006
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Re: DFRPG vs DF 1-19
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07-11-2019, 06:36 PM | #19 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: DFRPG vs DF 1-19
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07-18-2019, 08:01 AM | #20 |
Join Date: May 2010
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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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