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Old 09-04-2015, 11:22 AM   #11
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Quote:
Originally Posted by Wavefunction View Post

You see, I've always got this argument before now, but then you went and released a whole truckload of new and incredibly awesome abilities for barbarians that effortlessly differentiate them from the knight. So I really don't think the above statement is valid.
Sure it is. Backward compatibility is a thing. This supplement doesn't replace all prior art on barbarians; it complements it. We can't have two different baselines floating around out there. What we can do is offer optional alternatives, which this supplement does in spades!

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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