09-17-2017, 09:59 AM | #1 |
Join Date: Sep 2004
Location: Medford, MA
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Rules Differences Between DFRPG and GURPS
Hey all!
DFRPG is out. Now not everyone wants to run DFRPG, but there are new rules in DFRPG that people running standard GURPS might want to use. I thought this could be a thread noting rules differences between the two for people who are interested. I'll post the first thing I noticed. Slams. DFRPG has a new method for calculating Slams...and it is really elegant. It doesn't involve having to calculate damage each time though velocity formula. What other differences have people noticed? |
09-17-2017, 10:46 AM | #2 |
Join Date: Mar 2008
Location: Northern Virginia, USA
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Re: Rules Differences Between DFRPG and GURPS
A few differences around equipment:
1. New armor tables, with mostly more expensive armor. 2. More expensive armor enchantments. 3. Signature Gear is now just 1 point for the plot protection, separated from the cost of the item. 4. Armor Mastery is simplified a bit, but the same idea as in DF11. |
09-17-2017, 11:02 AM | #3 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Rules Differences Between DFRPG and GURPS
Certainly easier and more likely to produce plausible results than the Basic Set rules. I'll use this from now on.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
09-17-2017, 02:00 PM | #4 |
Join Date: Aug 2004
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Re: Rules Differences Between DFRPG and GURPS
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09-17-2017, 02:08 PM | #5 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Rules Differences Between DFRPG and GURPS
The new Slam rule originates in the DFRPG and I have the PDFs for that, since I opted for them as part of backing the Kickstarter.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
09-17-2017, 02:17 PM | #6 |
Join Date: Oct 2014
Location: Chicagoland
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Re: Rules Differences Between DFRPG and GURPS
Fright Checks.
Instead of a 33-entry table, you get one with seven entries, giving broad ranges. Each range has a point value assigned, and that's how many Disadvantage points the character is inflicted with (with guidance about making what's inflicted appropriate and not fun-killing). Simple, elegant.
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GMing Since 1982. |
09-17-2017, 03:25 PM | #7 |
Join Date: Aug 2009
Location: Poland
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Re: Rules Differences Between DFRPG and GURPS
Jumping distance formula is far simpler. Now you could actually remember it.
Also, the change to Very Rapid Healing is worth mentioning.
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My irregular blog: d8 hit location table |
09-17-2017, 04:46 PM | #8 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Rules Differences Between DFRPG and GURPS
Power Investiture Spell Lists are pretty radically trimmed at levels 4, 5, and 6.
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09-18-2017, 05:28 AM | #9 |
Join Date: Aug 2004
Location: New Castle, PA (north of Pittsburgh)
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Re: Rules Differences Between DFRPG and GURPS
Mostly DFRPG. Technically, it's a different game from GURPS. GURPS Dungeon Fantasy is a set of GURPS genrebooks/worldbooks (one could make an argument that even though they don't have a named and NPCed setting, they are still an implicit setting, which is why I include worldbooks). As such, you'd expect GDF to have minimal rule changes (as opposed to adaptions). DFRPG, being "Powered by GURPS", will have more changes. (Still, it's not very much.)
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09-18-2017, 05:50 AM | #10 |
Join Date: Apr 2008
Location: Århus, Denmark
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Re: Rules Differences Between DFRPG and GURPS
Which of the DF books have the simplified Slam and Jumping calculations? I have the DF books 1 through 7, but never even looked at them.
This sounds useful for my Cliffhangers campaign. Easier is often better.
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Playing GURPS since '90, is now fluent in 4th ed as well. |
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