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Dragonlance: Everything You Need For Shadow of the Dragon Queen
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<blockquote data-quote="Faolyn" data-source="post: 8813156" data-attributes="member: 6915329"><p>It's a tremendous difference. I'm really surprised you can't see it.</p><p></p><p></p><p>Right--because you wrote your game to work in D&D.</p><p></p><p></p><p>No actually, it wouldn't. The way that magic works is incredibly different. Spell failure is but one small aspect of those differences. The fact that there's no such thing as "wizard magic" or "cleric magic" is another. All spellcasters work the same way, and the mere fact that any old <em>wizard </em>can cure your wounds, and any old <em>cleric </em>could fireball you, changes the face of the world. Unless, of course, you're using <em>yet another </em>type of GURPS magic, but most divine magic <em>there </em>is still totally different than D&D magic. The facts that there are <em>very </em>few permanent spells in GURPS, and enchantment is a <em>lot </em>harder and more time-consuming (and more dangerous, because of demons) is yet another difference. GURPS simply isn't equipped for the type of magic that runs willy-nilly throughout Faerun without resorting to a <em>lot </em>of GM handwaving. It's built for a more "realistic", lower-fantasy world. It's <em>very </em>well-known that GURPS tends to fail in high-power, splashy settings, whether that's high magic or super heroes.</p><p></p><p>Plus, going by requisite count and mana cost, it is literally easier and cheaper to use magic decapitate a foe (Decapitation) than it is to use magic to pull arrowheads and porcupine quills out of a person (Cleansing). <em>That </em>is also going to affect the world. </p><p></p><p>You can play a GURPS fantasy game with little or no magic far more easily than you can in D&D--even if you get rid of all the spellcasting classes and archetypes, the system simply assumes more magic in the world.</p><p></p><p>And that's just <em>magic. </em>Even character building is quite a bit different. Unless you're enforcing Dungeon Fantasy-style templates, you're not going to get the neat little boxes that D&D has, which means that your party is going to have a much different composition.</p><p></p><p>And again, I say this as someone who has, played, run, and <em>worldbuilt </em>for both D&D and GURPS. For that matter, I've run Ravenloft games using D&D5e, GURPS 4e, Fate, and, once, Prime Time Adventures (never again; that system <em>does not work </em>for me). They <em>all </em>were very different in how the game felt and played out.</p><p></p><p>Heck, this <em>very thread</em> shows how huge a difference you get just running the game in different editions of (A)D&D. Dragonlance with orcs, sorcerers, warlocks, bards that aren't multiclassed, and no racial limitations on class or level is a very different beast than it was back in AD&D.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8813156, member: 6915329"] It's a tremendous difference. I'm really surprised you can't see it. Right--because you wrote your game to work in D&D. No actually, it wouldn't. The way that magic works is incredibly different. Spell failure is but one small aspect of those differences. The fact that there's no such thing as "wizard magic" or "cleric magic" is another. All spellcasters work the same way, and the mere fact that any old [I]wizard [/I]can cure your wounds, and any old [I]cleric [/I]could fireball you, changes the face of the world. Unless, of course, you're using [I]yet another [/I]type of GURPS magic, but most divine magic [I]there [/I]is still totally different than D&D magic. The facts that there are [I]very [/I]few permanent spells in GURPS, and enchantment is a [I]lot [/I]harder and more time-consuming (and more dangerous, because of demons) is yet another difference. GURPS simply isn't equipped for the type of magic that runs willy-nilly throughout Faerun without resorting to a [I]lot [/I]of GM handwaving. It's built for a more "realistic", lower-fantasy world. It's [I]very [/I]well-known that GURPS tends to fail in high-power, splashy settings, whether that's high magic or super heroes. Plus, going by requisite count and mana cost, it is literally easier and cheaper to use magic decapitate a foe (Decapitation) than it is to use magic to pull arrowheads and porcupine quills out of a person (Cleansing). [I]That [/I]is also going to affect the world. You can play a GURPS fantasy game with little or no magic far more easily than you can in D&D--even if you get rid of all the spellcasting classes and archetypes, the system simply assumes more magic in the world. And that's just [I]magic. [/I]Even character building is quite a bit different. Unless you're enforcing Dungeon Fantasy-style templates, you're not going to get the neat little boxes that D&D has, which means that your party is going to have a much different composition. And again, I say this as someone who has, played, run, and [I]worldbuilt [/I]for both D&D and GURPS. For that matter, I've run Ravenloft games using D&D5e, GURPS 4e, Fate, and, once, Prime Time Adventures (never again; that system [I]does not work [/I]for me). They [I]all [/I]were very different in how the game felt and played out. Heck, this [I]very thread[/I] shows how huge a difference you get just running the game in different editions of (A)D&D. Dragonlance with orcs, sorcerers, warlocks, bards that aren't multiclassed, and no racial limitations on class or level is a very different beast than it was back in AD&D. [/QUOTE]
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