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#1 | |
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Join Date: Dec 2021
Location: Indiana
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#2 |
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Join Date: Oct 2015
Location: New England
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GURPS certainly has its origins in TFT, but it more customizable in every respect (there are, for instance more than six different magic systems). Its combat system can be extremely granular, if you want it to be. But it doesn't have to be; the rules offer many options for resolving things, so there are ways to make combat zip right along while still by playing by RAW. But if using the basic combat rules, the addition of active defenses does add a layer that isn't in TFT and thus requires an additional roll. GURPS does cut out the need for an initiative roll and determination of who moves first each turn, though, which I like.
Character generation will almost certainly take a bit longer. GURPS Advantages and Disadvantages are more nuanced than what TFT offers w/Handicaps. And GURPS gives characters more attributes than does TFT, which allows some of the of the nuance that TFT aspires to (like Fatigue being separate from ST). what TFT does with some things (like Missile Weapons and Thrown Weapons) GURPS lets you do with every skill: increase your aptitude with one type of task. |
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#3 | |
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Join Date: Dec 2021
Location: Indiana
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I can also see where GURPS may be used to fill in gaps that we run into as we play TFT. It seems that was the intent for GURPS upon its creation. 6 different magic systems has to make wizards very complicated in GURPS. |
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#4 |
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Join Date: Oct 2015
Location: New England
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I think the expectation is that normally only one would be chosen for any given campaign.
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#6 | |
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Join Date: Apr 2012
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Be careful about adding too many features to your TFT games in search of 'realism'. A Pathfinder 1 game I am in has the PCs at level 20. Combats can take 1 hour per melee round(TFT turn). My play time per round is about 3 minutes. (Too many things can summon other things and Poof, you have 20+ high level things wandering around). I have found myself thinking back to the much faster speed of that Roll20 TFT game. For our TFT game, we did run separate HP and Fatigue tracks. Another house rule was each wound is separately treatable by a Physicker. IIRC, that one was in one of the early Hexagrams. Both allow much faster recovery after a combat and avoid days of recovery rest after each fight. |
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#7 | |
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Join Date: Dec 2021
Location: Indiana
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I'm not out to rewrite the game via house rules. I strive to minimize them by working within the current RAW structure. I strive to tweak what is there and not rewrite it. I want my house rules to fit on a page or two. If you are writing books of house rules, then you have created a different game. Nothing wrong with that if that is what you want but it's no longer TFT. It's just a new game that resembles TFT. |
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#8 | |
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Join Date: May 2020
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"If you insert more than 5 changes to RAW you are no longer playing TFT" :) |
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#9 | |
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Join Date: Apr 2012
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Besides, the cinematic effect of a tavern maid with UC3 laying out a patron with a roundhouse kick after he gave her a butt grope while she was walking past with 4 drinks in hand is too good to pass up. And she didn't spill a drop. If the players are staying engaged in the game and having fun, you are doings things correctly. Don't be in a hurry to change much. |
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#10 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Conan, Witch World, Dresden Files, The Belgiard, Wuxia magic, Wizard of Earth Sea, Riddle Master of Hed, Dying Earth, Fafnir and the Grey Mouser, video game wizards, Mercedes Lackeys' Vladamar, and the Jhreg series all have a different feel. Sometimes you can make minor changes to get the flavor and feel you want but other times it takes more work. So some authors have helped out by doing a lot of the initial legwork.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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