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Delving Into Worlds Of Dungeon Fantasy With GURPS
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<blockquote data-quote="JesterOC" data-source="post: 7726305" data-attributes="member: 42841"><p>Mini review:</p><p>This version of GURPS has been slightly streamlined from the core rules. Concentrating on fantasy, and providing templates that act much like classes we see in Dungeons and Dragons as opposed to traditional GURPS where you have to build your character from the ground up. This template scheme enforces can character specialisation which allows each character a role in which they shine.</p><p></p><p>The GURPS system has two features that set it apart from other many other RPGs. </p><p>1) the combat is detailed. Hit location, weapon type, defenders skill, and the damage absorption of armor all come into play. As characters improve in skill, more options open up. As a general rule higher skill levels allow for better odds at called shots, so going for the puncture of the heart or eyes are viable options at high skill.</p><p></p><p>2) advantages and disadvantages are boosts and banes. </p><p>-Advantages are much like DnD class features, powers that are more inherent to the nature of the characters rather than based on skills. In regular GURPS any character can buy any Advantage, In GURPS fantasy dungeon, templates provide the bulk of the advantages and the player can pick from a thematic list. Makes things more thematic and role based. </p><p>-Disadvantages are a role playing blessing from the gods. They are physical, mental, or cosmic flaws that have a mechanical effect on your character. These flaws lead to some of the best roleplaying. I just can't stress that enough.</p><p></p><p></p><p>Hope that helps.</p><p></p><p></p><p>Sent from my ONEPLUS A3000 using Tapatalk</p></blockquote><p></p>
[QUOTE="JesterOC, post: 7726305, member: 42841"] Mini review: This version of GURPS has been slightly streamlined from the core rules. Concentrating on fantasy, and providing templates that act much like classes we see in Dungeons and Dragons as opposed to traditional GURPS where you have to build your character from the ground up. This template scheme enforces can character specialisation which allows each character a role in which they shine. The GURPS system has two features that set it apart from other many other RPGs. 1) the combat is detailed. Hit location, weapon type, defenders skill, and the damage absorption of armor all come into play. As characters improve in skill, more options open up. As a general rule higher skill levels allow for better odds at called shots, so going for the puncture of the heart or eyes are viable options at high skill. 2) advantages and disadvantages are boosts and banes. -Advantages are much like DnD class features, powers that are more inherent to the nature of the characters rather than based on skills. In regular GURPS any character can buy any Advantage, In GURPS fantasy dungeon, templates provide the bulk of the advantages and the player can pick from a thematic list. Makes things more thematic and role based. -Disadvantages are a role playing blessing from the gods. They are physical, mental, or cosmic flaws that have a mechanical effect on your character. These flaws lead to some of the best roleplaying. I just can't stress that enough. Hope that helps. Sent from my ONEPLUS A3000 using Tapatalk [/QUOTE]
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