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#1 |
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Join Date: Nov 2010
Location: Arizona
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Umm...I think TFT works pretty well for the high-fantasy part too. And while I certainly do appreciate (and agree with) your passion for swords and sorcery, to me the "appeal" in TFT was that it actually handled just about every single genre we ever tried with it with very little difficulty.
Sure, it's not as detailed as GURPS, but that was okay, and whether we were doing Conan-esque things or Gandalfy things, pirates on the high seas, three musketeers things, or even space combat with weapons that go "pew, pew, pew" (somehow) in the depths of vacuum, it all worked pretty darn well. Now THAT'S a system! At the end of the day, the real appeal for me was the simplicity and portability of the system itself; which allowed the imagination to take over. Which is why I still prefer it, with or without modifications, to GURPS or D&D or Pathfinder, of any of those retro-clone thingies that get all the web time these days... |
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#2 | |
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Join Date: Feb 2018
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Quote:
And in reference to the emphasis on armor to survive and difficulty simulating characters that are skilled enough to avoid getting hit while besting their foes, think about a classic party such as the Fellowship. The only serious armor in the group was had by Gimli, the stand and deliver character (besides Frodo and his exceptional mithril mail). As best I can determine, Aragorn, Boromir (he did have a shield), Gandalf, and Legolas travelled lightly. Gandalf dies, Boromir dies, true, but a party like this has a chance in TFT, not so much in MtM or GURPS. The chess-like feel mentioned is important, and changing the combat system will change that feel, and what I enjoy about TFT. |
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#3 | |
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Join Date: May 2013
Location: Tyler, Texas
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Quote:
I don't really think there's that much overlap between the two games except the use of a 3d6 roll under mechanic. Of course, GURPS solves many of the same problems as TFT, and since it does use the 3d6 resolution mechanic, some of those solutions may work for TFT. Nomenclature is often similar as well. But TFT ain't GURPS-lite and GURPS ain't TFT-heavy. That said, if a GURPS rule will improve TFT (at least the TFT that I want to play), I'm all for stealing it. The best RPGs steal heavily from other games. GURPS itself was extremely similar to Champions; I'd submit that it's at least as similar to the Hero system as it is to TFT. As far as comparing the two games - well, "realism" in RPGs is a pretty subjective thing in my opinion. If you like the GURPS combat system, then play GURPS with my blessings. I like TFT and will stay with that. But I don't see much benefit in comparing either game's "realism". You might as well argue about music. |
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#4 | |
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Join Date: Aug 2004
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Off the top of my head, it seems to me that if you're on the receiving end of a hit in TFT, and you're not wearing armor... well, that's it. You're hit for damage. Maybe a lot. Whereas, in MtM/GURPS: If you're on the receiving end of a hit... you still have a chance to Parry, Block, or Dodge. And if you Dodge (a very common thing to do, and generally a "free" action), you increase your chance of avoiding the hit by wearing no armor (i.e., by being unencumbered). In other words, it seems to me that MtM/GURPS is more forgiving of the unarmored character (even explicitly supporting swashbuckler-type characters whose survival is entirely based on speed, not armor). Whereas in TFT... If not armor, what else have you go to keep you alive? (The optional defending/dodging rule?) Again, I suspect I'm simply failing to see something supporting your idea that TFT better supports the unarmored fighter. Is that the case?
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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