The geographical dispersement of my gaming group mandates that we play using VTTs. DFRPG/GURPS is just too complex/slow for my taste in this scenario.
Take. for example, a standard melee combat sequence. In DFRPG (and more so in GURPS Basic) the sequence is:
- Roll to hit. With an additional roll if there is a critical hit or miss.
Total # of Rolls (so far): 1
Total # of Rules (so far): 1
- Roll to defend (with a possible retreat which adds +3 to Dodge, and +3 to Parry if you have skills X, Y, or Z or +1 to Parry and +1 to Block if you don't have those skills.) And remember to subtract the Shield DB from the Dodge roll if the attack comes from various facings.
Total # of Rolls (so far): 3
Total # of Rules (so far): 3
- If that roll fails (i.e. the attack rolls damage), roll for damage and calculate it's multiplier based on damage type.
Total # of Rolls (so far): 3
Total # of Rules (so far): 5
- Subtract the damage from the attack based on armor and attacker's facing (for Shield effectiveness).
Total # of Rolls (so far): 3
Total # of Rules (so far): 6
- Determine if there was Shock, Knockdown, Major Wounds, Unconsciousness, etc., based on a multitude of modifiers: Do you have "HPT", "Low Pain Threshold", "How Many HP did you start with?", "How big of a wound is it as a percentage of your starting HP?", "Was it a crippling wound based on where it hit?", "If you failed the Knockdown roll, by how much?", "Did the damage stun you?". The list goes on.
Total # of Rolls (so far): 3 (but probably more are required (HT saves, for example).
Total # of Rules (so far): At least 8 (with some of these, e.g. Unconsciousness from Knockdown, being buried as a single, non-highlighted, line in the text).
- Determine if the target is still alive by rolling against HT if necessary (with varying modifiers based on how many multiples of HP the target is down).
Total # of Rolls (so far): 4 or more, especially if a critical hit or miss was involved.
Total # of Rules (so far): 9 or more
- Next ...
Compare to TFT:ITL:
- Roll to hit. A critical hit either doubles or triples the damage; a critical miss either drops or breaks the weapon.
Total # of Rolls (so far): 1
Total # of Rules (so far): 1
- If successful, roll for damage
Total # of Rolls (so far): 2
Total # of Rules (so far): 2
- Subtract armor and shield (where shields work if the attack came from the front).
Total # of Rolls (so far): 2
Total # of Rules (so far): 3
- React to the injury (5 or more total hits this turn, -2 DX on your next turn, 8 or more you fall down).
Total # of Rolls (so far): 2
Total # of Rules (so far): 4
- Next ...
So, for a basic combat sequence TFT:ITL uses 1/2 the dice rolls (which will definitely speed things up) and less than 1/2 the rules than DFRPG/GURPS. Which makes for a game that is more story driven than combat simulation/crunch driven. So you will be able to explore (and get more loot) each session.
Not to mention that it only gets more complicated in DFRPG/GURPS when you start bringing in "Close Combat", "Grappling", "Trampling", "Shield Rushes", etc. These are available in TFT:ITL but those rules are sentences or a paragraph or two, not paragraphs or a page or two.
Simply put, I cannot remember all the rules and various conditions as they apply in DFRPG, much less GURPS. That means that I am (at least partially) winging it when certain combat situations arise. The time spent searching through 600 pages of rules to settle arguments when there is a disagreement takes away from dungeon delving. And I, at least, would much rather play than dig through rules.
TFT:ITL isn't perfect. There will be pieces of DFRPG/GURPS that I will house rule in. But, overall, if you do more "roll-playing" than "role-playing" (which my group does) it cannot be beat.