Quote:
Originally Posted by Shostak
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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So, what I'm gathering from the discussion here is that my general perspective with respect to GURPS references is correct. Thanks. I didn't want to read them incorrectly or these discussions would not be beneficial.
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.