Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-19-2017, 04:27 PM   #31
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by DouglasCole View Post
Fright checks have gotten some love for how they've been revised.
Yes, missed that one, I think some of the others mentioned aren't actually new, but I will need to actually look at it closely.
sir_pudding is offline   Reply With Quote
Old 09-19-2017, 08:36 PM   #32
corwyn
 
Join Date: Aug 2004
Location: Saskatoon, SK
Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by chandley View Post
Weapon Master pricing is different, with an eye towards game balance in some cases.
WM is priced exactly the same, aside from removing one categoriy (large class) and adding one (knives). All the categories that are in both cost the same.

Quote:


Outdoorsman is different, better value AND cheaper.
Outdoorsman isn't really different (in that they didn't remove anything and replace it with something else) or cheaper, though it is better value due to adding two skills. So I guess it's a little different.
__________________
MiB 7704

Playing: GURPS Nordlond Dragons of Hosgarth
Running Savage Worlds Slipstream (Flash Gordon style pulp)
corwyn is offline   Reply With Quote
Old 09-19-2017, 08:40 PM   #33
Fred Brackin
 
Join Date: Aug 2007
Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by corwyn View Post
Outdoorsman isn't really different (in that they didn't remove anything and replace it with something else) or cheaper, though it is better value due to adding two skills. So I guess it's a little different.
Turning a 7 Skill talent into a 9 Skill Talent doesn't help if only 3 of the Skills are useful to your character.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 09-19-2017, 09:03 PM   #34
chandley
 
Join Date: Aug 2004
Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by corwyn View Post
WM is priced exactly the same, aside from removing one categoriy (large class) and adding one (knives). All the categories that are in both cost the same.
So... exactly like I said? Some categories are cheaper for game balance?

Quote:
Outdoorsman isn't really different (in that they didn't remove anything and replace it with something else) or cheaper, though it is better value due to adding two skills. So I guess it's a little different.
They changed the bonus from a reaction bonus. Thats nice. Guess the price isn't different, thought it used be 15.
__________________
My GURPS stuff
chandley is offline   Reply With Quote
Old 09-19-2017, 09:06 PM   #35
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by chandley View Post
They changed the bonus from a reaction bonus. Thats nice. Guess the price isn't different, thought it used be 15.
That particular alternative benefit already appeared in Talents, I think, as does the nine skill version.
sir_pudding is offline   Reply With Quote
Old 09-19-2017, 09:23 PM   #36
Fred Brackin
 
Join Date: Aug 2007
Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by chandley View Post
They changed the bonus from a reaction bonus. Thats nice. Guess the price isn't different, thought it used be 15.
No. The only Basic Talent that cost 15 was Smooth Operator.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 09-20-2017, 12:27 AM   #37
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by chandley View Post
Outdoorsman is different, better value AND cheaper.
Quote:
Originally Posted by corwyn View Post
Outdoorsman isn't really different (in that they didn't remove anything and replace it with something else) or cheaper, though it is better value due to adding two skills. So I guess it's a little different.
Quote:
Originally Posted by chandley View Post
They changed the bonus from a reaction bonus. Thats nice. Guess the price isn't different, thought it used be 15.
Quote:
Originally Posted by sir_pudding View Post
That particular alternative benefit already appeared in Talents, I think, as does the nine skill version.
The changed bonus is in Talents, but not the extra skills. And in Talents, with the changed bonus, Outdoorsman costs 7 points/level. So it's actually more expensive in DFRPG.

Edit: There's actually a note that allows a GM to add Weather Sense to the talent, that I didn't see when I first looked at it, in Talents. So only one skill is missing.

Last edited by Dragondog; 09-20-2017 at 12:39 AM.
Dragondog is offline   Reply With Quote
Old 09-20-2017, 11:38 AM   #38
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Rules Differences Between DFRPG and GURPS

It's really a blend of the material in Talents and the material in DF Denizens: Barbarians.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 11-30-2017, 01:59 AM   #39
zedlopez
 
Join Date: Dec 2016
Location: Berkeley
Default Re: Rules Differences Between DFRPG and GURPS

I noticed something interesting --

You can opt to take the Do Nothing maneuver instead of making a check to stay conscious.

And there are some minor changes to influence. The exceptional results of getting a Very Good response with successful Sex Appeal and Very Bad with failed Intimidation are gone; all results are just Good on success and Bad on fail.

Last edited by zedlopez; 11-30-2017 at 01:59 AM. Reason: formatting
zedlopez is offline   Reply With Quote
Old 11-30-2017, 03:53 AM   #40
cdru
 
Join Date: Nov 2015
Default Re: Rules Differences Between DFRPG and GURPS

Quote:
Originally Posted by zedlopez View Post
I noticed something interesting --

You can opt to take the Do Nothing maneuver instead of making a check to stay conscious.

And there are some minor changes to influence. The exceptional results of getting a Very Good response with successful Sex Appeal and Very Bad with failed Intimidation are gone; all results are just Good on success and Bad on fail.
Basic Set already allows not making HT checks to stay conscious if you choose to Do Nothing and don't make any Active Defense rolls.

Very Bad reaction also only applies to failed Specious Intimidation
cdru is offline   Reply With Quote
Reply

Tags
dfrpg

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:54 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.