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#31 |
Join Date: Mar 2006
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No, it's not better than anything. It's deeply flawed at the very least because a skill of 16 is considered exceptional & yet our two bandits have skills of 18, when they attack the caravan & the PC's try to defend it as "beginners" with skills of 14.
There is a GURPS LITE for Mgaic - either the 3E Lite version of GURPS, or GURPS Thaumatology, or GURPS Magic. But, accept that means rules-light, meaning there is a lot of GM adjudication. If you don't want lots of GM adjudication, you don't want rules-light. It's that simple.
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Warning: I have several neurological disorders. If I post something that makes no sense, or seems offensive to you, please just let me know & I'll try to clarify what I was thinking at that moment, which did not come out in the post... Thanks for understanding & helping. |
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#32 | ||
Join Date: Aug 2004
Location: Saskatoon, SK
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MiB 7704 Playing: GURPS DF Swashbucklers Running GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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#33 | |
Join Date: Jul 2021
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I've only played a couple of sessions of 5E and read someone of the 5e basic rules and a bit of the players hand book along with the start set adventure and the essentials kit adventure. I'd love to hear some details. |
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#34 | ||
Join Date: Dec 2009
Location: Saint Paul, MN
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Clearly, the adventure is easily playable with 5e's set of skills; it was designed for that. It seemed to me, having only run it once with DFRPG, that the larger selection of skills meant that there were more ways to approach problems. The players could come up with interesting synergies and possibilities that weren't immediately obvious to me as the GM. |
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#35 | |
Join Date: Jul 2021
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So OK, I can see the various richness GURPS DFRPG lends to approaching an adventure. |
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#36 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Thief, listening outside the side door of a potion shop as others knock loudly at the front, just after midnight. "I heard a trap door open and close! I'll pick the lock." Knight, arriving at said door. "Too slow. Forced Entry."
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 11-27-2023 at 10:21 AM. |
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#37 | ||
Join Date: Mar 2006
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As for GURPS Magic, you've got Syntactic Magic on p202 and Symbol Magic on p205, which are both very rules-lite systems of magic. Complete alternatives to the standard system. As for GURPS Thaumatology, it is probably the best option though, because it gives you the above, plus it also gives you Book/Path Magic, which is heavier on rules, but at least it's not 1,000+ spells you'd need to deal with - that's hard work for a new GURPS GM. Edit - I really should have separated those responses. They're dealing with two completely different subjects.
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Warning: I have several neurological disorders. If I post something that makes no sense, or seems offensive to you, please just let me know & I'll try to clarify what I was thinking at that moment, which did not come out in the post... Thanks for understanding & helping. Last edited by namada; 11-27-2023 at 05:02 AM. Reason: Added the 'Edit' line |
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