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-   -   So...GURPS D&D? (https://forums.sjgames.com/showthread.php?t=35577)

Kromm 02-17-2008 11:49 AM

Re: So...GURPS D&D?
 
Quote:

Originally Posted by Peter Knutsen

What's in it????

I listed the contents here some time ago.

Kromm 02-17-2008 11:56 AM

Re: So...GURPS D&D?
 
Quote:

Originally Posted by Peter Knutsen

"Crunchy bits", however, is a term with a very well-defined and easy-to-understand meaning, coined by Robin Laws in a book published by SJ Games. It is a very useful word, and I wish more people would use it, and much more often.

I would say that by Robin's definition, DF 1 is full of crunchy bits. The templates definitely qualify (pp. 4-13), the new advantages (p. 14) qualify, the wildcard skills (p. 18) qualify, the rules for spells and magic (pp. 19-20) qualify, and the powers (pp. 21-22) most certainly qualify. That's half the PDF by my count. Most of what's left is matter-of-opinion crunchy bits; in particular, the rules for Signature Gear, power items, and customizing gear would be seen as crunchy by anyone who regards their PC's gear as part of the PC.

Your complaint boils down to "Sean didn't fill DF 1 with advantages and techniques." This is true. However, that isn't the same thing at all as "Sean didn't fill DF 1 with crunchy bits." I just didn't give you, PK, the crunchy bits you wanted. Sorry for that, but other people seem to like it.

Bruno 02-17-2008 12:39 PM

Re: So...GURPS D&D?
 
Quote:

Originally Posted by Peter Knutsen
Likewise, I'm very disappointed to see that there aren't any pre-built advantages for Monks and Bards; instead, players must build them themselves, then do the arithmetic, and then submit the final advantage builds to the GM to see if he approves them.

... dude, what planet are you from, and did they send you the complete PDF? They have full powers for both martial artists and bards, in DF1. They're right next to the Divine and Druidic powers, in the powers chapter.

Quote:

Originally Posted by Peter Knutsen
Oh, and by the way, where are the "racial" templates? And optional "racial" advantages? GURPS Dungeon Fantasy badly needs a splatbook.

It's a series of 32 page books. It doesn't "need" splatbooks, it IS splatbooks, and they're churning out one a month. Keep yer pants on, they're coming next week, or the week after at the latest. 37 racial templates enough to keep you from freaking out?

demonsbane 02-17-2008 12:55 PM

Re: So...GURPS D&D?
 
Quote:

Originally Posted by Peter Knutsen
Sure, but the two Dungeon Fantasy books don't replace Magic in any way, or even the pertient parts of Martial Arts.

The point of DF isn't to make you not buy Martial Arts, but remain open to that sourcebook if you want or need it for enhancing your GURPS game. In the same way DF, being GURPS + assumptions, remains open to other sourcebooks as Dragons, Fantasy or Thaumatology. Or any other.


Quote:

Originally Posted by Peter Knutsen
I'd much have preferred to see a version of GURPS Dungeon Fantasy that did away with spells, and handled everything with Advantages. Even if it meant that the core book would be 64 pages instead of 32 pages, and cost 40%-60% more. (...)
That would have made it possible to run Dungeon Fantasy campaigns without needing to own GURPS Magic or even needing to reference the few spells that are in the GURPS core books.

I see things differently. Some people seems desperate for throwing away Magic, thinking Powers completely render that approach old or useless. But the future Thaumatology is going to make use of Magic material, I think enhancing it.

So, DF using Magic material for some things and Powers for others isn't but coherent with the GURPS line as a whole.



Quote:

Originally Posted by Peter Knutsen
Oh, and by the way, where are the "racial" templates? And optional "racial" advantages? GURPS Dungeon Fantasy badly needs a splatbook.

(Also include "Bane"-type weapons in the splatbook. They're very much a part of the dungeon fantasy genre, and IIRC they exist in GURPS Magic as Enchantments already, so leaving them out of the DF core looks strange.)

I agree with this, and the answer will be (the next week I guess) DF 3.


Quote:

Originally Posted by Peter Knutsen
It really is a big mistake to not distinguish between historical supplements and rules distillations.

I agree about the differences between historical supplements and DF, but still DF isn't only a "mere" exercise of rules distillation. There are creativity, too.

I'm quite happy with the work of Sean here.

Cheers


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