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#1 |
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Join Date: Aug 2009
Location: OK
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DF has its own set of assumptions, though. Sure you're able to deviate from them, but I don't think that's fitting with the spirit of the series.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#2 | ||||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Beyond that, I'm not sure why GURPS Criminals would be in the running. We've never breathed word of it and there hasn't been any great clamor for it. On the other hand, people have actually asked for splatbooks for GURPS Dungeon Fantasy. Quote:
Anyway, we're keeping counsel with our established writers and aiming at core professions for now. To reiterate what I said above, though, there's no master plan for this or for any part of GURPS. Once one or two more Denizens items are released, we'll add the sub-series to the wish list and see what happens. Quote:
There is a specific lens for barbarians without Gigantism and an entire box addressing the economy of Outdoorsman (though completely removing the latter turns the barbarian into a knight clone, so the rules stop short of that and try to make Outdoorsman cheaper and more useful).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#3 | |
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Join Date: Aug 2009
Location: OK
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__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#4 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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To be explicit, the box on Outdoorsman gives the option to change that from a 10 points/level Talent for seven skills to an 8 points/level Talent for eight skills. This shifts it from 1.4 points/level/skill to 1 point/level/skill. Outdoorsman gains further value as the prerequisite for a useful power-up and for using a powerful artifact, and as a bonus to the effects of a couple of other special items.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#5 | |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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#6 |
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Join Date: Aug 2009
Location: Poland
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Well, I know it's just a crossover and lacks power-ups and gear, but I'd say that Dungeon Magic is a lot of love for wizards.
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My irregular blog: d8 hit location table |
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#7 | |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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#8 | |
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Join Date: Jul 2013
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For instance, if I choose to be a Shirtless Savage I'm filling the roll of a strong, yet slightly less skilled knight who doesn't rely as much on equipment, that's reasonably differentiated. If I go Rage Barbarian the difference is even more obvious since I now have a ton of magical abilities that the Knight never gets access to. That's not to mention the power-ups which I think are probably the biggest thing that differentiates the more martial classes as they steer the way your character grows (in the case of the barbarian, really big!). As it stands I still have to head over to DF Henchmen and tack on the Veteran lens to a Brute to get the character I want. The only problem is that now I'd also have to try and persuade the GM to give me access to all the delicious possibilities in this book! |
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#9 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I'd certainly love it if I could go back in time and revise everything to be more consistent, so that the Denizens sub-series replaces the Adventurers templates; Clerics, Ninja, etc. are part of the Denizens series; psi is present from day one; all the gear, treasures, and loadouts are more integrated and logically sorted; and so on. If we did, you could be assured that (1) many of the options in Barbarians would be baseline assumptions, and (2) the tasks in Wilderness Adventures would be far more front-and-center to make outdoorsy professions (barbarian, druid, and scout) essential. There was no master plan, though, and we had to go with what we got, in the order we got it. At this stage, I rather doubt there will be a reboot, if only because Dungeon Fantasy is now 25% longer than the entire Basic Set, even accounting for overlap and end matter.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#10 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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| Tags |
| dungeon fantasy, dungeon fantasy denizens |
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