Re: DFRPG running D&D 5e starting adventures
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Re: DFRPG running D&D 5e starting adventures
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Re: DFRPG running D&D 5e starting adventures
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I've only played a couple of sessions of 5E and read someone of the 5e basic rules and a bit of the players hand book along with the start set adventure and the essentials kit adventure. I'd love to hear some details. |
Re: DFRPG running D&D 5e starting adventures
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Clearly, the adventure is easily playable with 5e's set of skills; it was designed for that. It seemed to me, having only run it once with DFRPG, that the larger selection of skills meant that there were more ways to approach problems. The players could come up with interesting synergies and possibilities that weren't immediately obvious to me as the GM. |
Re: DFRPG running D&D 5e starting adventures
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So OK, I can see the various richness GURPS DFRPG lends to approaching an adventure. |
Re: DFRPG running D&D 5e starting adventures
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Thief, listening outside the side door of a potion shop as others knock loudly at the front, just after midnight. "I heard a trap door open and close! I'll pick the lock." Knight, arriving at said door. "Too slow. Forced Entry." |
Re: DFRPG running D&D 5e starting adventures
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As for GURPS Magic, you've got Syntactic Magic on p202 and Symbol Magic on p205, which are both very rules-lite systems of magic. Complete alternatives to the standard system. As for GURPS Thaumatology, it is probably the best option though, because it gives you the above, plus it also gives you Book/Path Magic, which is heavier on rules, but at least it's not 1,000+ spells you'd need to deal with - that's hard work for a new GURPS GM. Edit - I really should have separated those responses. They're dealing with two completely different subjects. |
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