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-   -   Designer's Notes for the Dungeon Fantasy RPG bonus content (https://forums.sjgames.com/showthread.php?t=145995)

kmunoz 09-22-2016 06:13 AM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
Quote:

Originally Posted by Dragondog (Post 2042335)
I just prefer the stat block format PK used on the character sheet he posted.

What advantage do you find in that format?

ericbsmith 09-22-2016 07:32 AM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
Quote:

Originally Posted by PK (Post 2042303)
Unlikely to come up, as there are no spaceships on the gear list in Adventurers. :)

Quote:

Originally Posted by corwyn (Post 2042318)
No, but you could easily spend tens of thousands on a weapon or piece of armour.

Or a Keep or a Sailing Ship.

I hadn't realized that SG had changed in After The End, but now that I go back and read it it does appear to be a flat 1/item. Honestly, I think it would work better as some sort of sliding scale, something between 1 for low value items and 10 for items that are either insanely expensive or priceless. But c'est la vie.

Dragondog 09-22-2016 09:36 AM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
Quote:

Originally Posted by kmunoz (Post 2042353)
What advantage do you find in that format?

It's cleaner and easier to read.

PK 09-22-2016 11:01 AM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
I sincerely hope this thread doesn't devolve into a pointless debate about "whose opinion is right?" regarding the stat block. For the record, we decided upon this format for the Dungeon Fantasy RPG because it was easier to read than, but still clearly an adaptation of, the existing GURPS character format. I know that some people will wish we changed more, while others will think we went too far, but I'm hopeful that this formatting change will be seen as a net positive.

Heh, I'm really looking forward to seeing what y'all think about Adventurers' new format for templates. Now that changed quite a bit . . .

kmunoz 09-22-2016 11:10 AM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
Quote:

Originally Posted by Dragondog (Post 2042372)
It's cleaner and easier to read.

Interesting! I feel the exact opposite. It certainly takes up less space and is probably a lot easier to format for folks trying to just bang out a character sheet in Word. But I can't decipher it at a quick glance, which I consider an important feature.

The rest of the page is great. It's just those first three or four lines...

A Ladder 09-22-2016 11:18 AM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
Quote:

Originally Posted by PK (Post 2042387)
I sincerely hope this thread doesn't devolve into a pointless debate about "whose opinion is right?" regarding the stat block. For the record, we decided upon this format for the Dungeon Fantasy RPG because it was easier to read than, but still clearly an adaptation of, the existing GURPS character format. I know that some people will wish we changed more, while others will think we went too far, but I'm hopeful that this formatting change will be seen as a net positive.

Heh, I'm really looking forward to seeing what y'all think about Adventurers' new format for templates. Now that changed quite a bit . . .

Will there be new character sheets that matches this format for DF characters? and will that be available as a per the normal character sheet found online?

simply Nathan 09-22-2016 11:48 AM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
Quote:

Originally Posted by ericbsmith (Post 2042357)
Honestly, I think it would work better as some sort of sliding scale, something between 1 for low value items and 10 for items that are either insanely expensive or priceless. But c'est la vie.

Why, when the cost of the item is already factored into the cost of buying the item before plot-protecting it with Signature Gear?

malloyd 09-22-2016 01:08 PM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
Quote:

Originally Posted by simply Nathan (Post 2042397)
Why, when the cost of the item is already factored into the cost of buying the item before plot-protecting it with Signature Gear?

Because the benefit of plot protection is that it keeps you from needing to *replace* the item, which does scale. A promise you won't lose it is arguably a bigger advantage for a starship that consumed all your assets in the first place than it is for a $5 pocket knife. You can argue it either way, and personally I prefer a flat cost per item, but it isn't actually ridiculous to scale with price.

corwyn 09-22-2016 04:32 PM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
I think in my home game I'll stick with the original house rule which scales up if the SG costs more than campaign starting wealth.

I'd also like to see the SG rule become official over the system. Any chance of that happening?

sir_pudding 09-22-2016 04:44 PM

Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
 
Quote:

Originally Posted by corwyn (Post 2042341)
Annoyingly, this hasn't found it's way to a general rule change that I know of.

See GURPS Power Ups 5: Impulse Buys p. 8, which changes Trading Points for Money to 100% off starting wealth in used goods or 50% in cash.


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