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Old 09-19-2017, 03:27 PM   #31
sir_pudding
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Default Re: Rules Differences Between DFRPG and GURPS

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Originally Posted by DouglasCole View Post
Fright checks have gotten some love for how they've been revised.
Yes, missed that one, I think some of the others mentioned aren't actually new, but I will need to actually look at it closely.
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Old 09-19-2017, 07:36 PM   #32
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Default Re: Rules Differences Between DFRPG and GURPS

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Originally Posted by chandley View Post
Weapon Master pricing is different, with an eye towards game balance in some cases.
WM is priced exactly the same, aside from removing one categoriy (large class) and adding one (knives). All the categories that are in both cost the same.

Quote:


Outdoorsman is different, better value AND cheaper.
Outdoorsman isn't really different (in that they didn't remove anything and replace it with something else) or cheaper, though it is better value due to adding two skills. So I guess it's a little different.
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Old 09-19-2017, 07:40 PM   #33
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Default Re: Rules Differences Between DFRPG and GURPS

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Outdoorsman isn't really different (in that they didn't remove anything and replace it with something else) or cheaper, though it is better value due to adding two skills. So I guess it's a little different.
Turning a 7 Skill talent into a 9 Skill Talent doesn't help if only 3 of the Skills are useful to your character.
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Old 09-19-2017, 08:03 PM   #34
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Default Re: Rules Differences Between DFRPG and GURPS

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WM is priced exactly the same, aside from removing one categoriy (large class) and adding one (knives). All the categories that are in both cost the same.
So... exactly like I said? Some categories are cheaper for game balance?

Quote:
Outdoorsman isn't really different (in that they didn't remove anything and replace it with something else) or cheaper, though it is better value due to adding two skills. So I guess it's a little different.
They changed the bonus from a reaction bonus. Thats nice. Guess the price isn't different, thought it used be 15.
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Old 09-19-2017, 08:06 PM   #35
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Default Re: Rules Differences Between DFRPG and GURPS

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They changed the bonus from a reaction bonus. Thats nice. Guess the price isn't different, thought it used be 15.
That particular alternative benefit already appeared in Talents, I think, as does the nine skill version.
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Old 09-19-2017, 08:23 PM   #36
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Default Re: Rules Differences Between DFRPG and GURPS

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They changed the bonus from a reaction bonus. Thats nice. Guess the price isn't different, thought it used be 15.
No. The only Basic Talent that cost 15 was Smooth Operator.
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Old 09-19-2017, 11:27 PM   #37
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Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by chandley View Post
Outdoorsman is different, better value AND cheaper.
Quote:
Originally Posted by corwyn View Post
Outdoorsman isn't really different (in that they didn't remove anything and replace it with something else) or cheaper, though it is better value due to adding two skills. So I guess it's a little different.
Quote:
Originally Posted by chandley View Post
They changed the bonus from a reaction bonus. Thats nice. Guess the price isn't different, thought it used be 15.
Quote:
Originally Posted by sir_pudding View Post
That particular alternative benefit already appeared in Talents, I think, as does the nine skill version.
The changed bonus is in Talents, but not the extra skills. And in Talents, with the changed bonus, Outdoorsman costs 7 points/level. So it's actually more expensive in DFRPG.

Edit: There's actually a note that allows a GM to add Weather Sense to the talent, that I didn't see when I first looked at it, in Talents. So only one skill is missing.

Last edited by Dragondog; 09-19-2017 at 11:39 PM.
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Old 09-20-2017, 10:38 AM   #38
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Default Re: Rules Differences Between DFRPG and GURPS

It's really a blend of the material in Talents and the material in DF Denizens: Barbarians.
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Old 11-30-2017, 12:59 AM   #39
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Default Re: Rules Differences Between DFRPG and GURPS

I noticed something interesting --

You can opt to take the Do Nothing maneuver instead of making a check to stay conscious.

And there are some minor changes to influence. The exceptional results of getting a Very Good response with successful Sex Appeal and Very Bad with failed Intimidation are gone; all results are just Good on success and Bad on fail.

Last edited by zedlopez; 11-30-2017 at 12:59 AM. Reason: formatting
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Old 11-30-2017, 02:53 AM   #40
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Default Re: Rules Differences Between DFRPG and GURPS

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Originally Posted by zedlopez View Post
I noticed something interesting --

You can opt to take the Do Nothing maneuver instead of making a check to stay conscious.

And there are some minor changes to influence. The exceptional results of getting a Very Good response with successful Sex Appeal and Very Bad with failed Intimidation are gone; all results are just Good on success and Bad on fail.
Basic Set already allows not making HT checks to stay conscious if you choose to Do Nothing and don't make any Active Defense rolls.

Very Bad reaction also only applies to failed Specious Intimidation
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