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#1 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Yassss. I've been waiting to see this for over a year now. So happy it's out.
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#2 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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First impression: Looks good, although I wonder what was cut (a cleric-thief follower of the god of Rogues, perhaps). The extra traits and equipment will certainly come in handy. Especially grateful for the box on Perfect Balance - it always seemed to me that thieves would benefit more from Luck than Perfect Balance from the get-go.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#3 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Quote:
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#4 |
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Join Date: May 2007
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Downloaded (eventually, after a vigorous fight with the new store), read, and enjoyed. I'm not sure it's able to successfully answer the question of "how can the thief class pull its weight in a subgenre that minimizes noncombat encounters when a large portion of its point budget is tied up in noncombat abilities", but it's a great buy for those who prefer running dungeon delving as a heist than as a smash-and-grab, and it gives both thieves and non-thieves some cool new toys to play with in any campaign.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
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#5 |
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Join Date: Dec 2009
Location: Saint Paul, MN
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I love the sidebar section on Tactics (p. 10). Practical ideas for how to make the skill useful in every encounter. I’m eager to try out a mastermind build to see how it feels.
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#6 |
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Join Date: Sep 2004
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I'm not an expert on applying GURPS rules by a longshot, but I thought there was an almost universal princple that, in most campaigns, the most basic level of Luck was practically mandatory for all characters. In How to be a GURPS GM, Kromm almost seemed to imply it was necessary for everyone due to the nature of GURPS rules.
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#7 |
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Join Date: Jan 2017
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Luck is an automatic part of Action and Monster Hunters templates but not Dungeon Fantasy templates.
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#8 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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Quote:
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#9 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
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#10 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Essentially nothing. We let it be big and complete.
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But note that even before this release, thieves had access to more impressive levels of Luck . . .
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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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| Tags |
| bandit, burglar, cutthroat, denizens, mastermind, spell-thief, thieves |
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