Posted by Theuderic:
If you had to play one FRPG besides any of the incarnations of D&D, what would it be?
Posted by D'karr:
Dragon Quest from SPI
Posted by Felon:
Conan wouldn't survive many violent encounters running around in that loincloth. Armor = Life. Encase your body in tempered steel. Then encase that encasement in even more steel.
Posted by Felon:
Even magic is dull, broken down into an unspectacular college-based system, which means that as a wizard you have a small group of spells that you specialize in, and most of the colleges are just variations on the same theme (e.g. a "bolt" spell, a "detect" spell, and a "shield" spell). Don't expect the average wizard to have a Knock available to them.
Posted by Felon:
It's unbalanced to have characters that can maintain effects such as flight and invisibility virtually indefinitely. It's also problematic to have unlimited, unrestricted uses of abilities such as healing and divination. That problem exists with GURPS and other systems like Sovereign Stone.
Posted by kiznit:
7th Sea or DeadLands (old rules)
I heart poetic drama, style and grit.
Felon said:Yeah, but the goblins can do that anyway, even if you're not in a shell. It's just a little less messy this way.
Well, that's a big, big problem in and of itself. It's unbalanced to have characters that can maintain effects such as flight and invisibility virtually indefinitely. It's also problematic to have unlimited, unrestricted uses of abilities such as healing and divination. That problem exists with GURPS and other systems like Sovereign Stone.
Felon said:
Define a "good while". How long did the players have to actually learn the rules? D20 has a learning curve, but it's not rocket science.
I don't get this. How are players ever supposed to know the rules when you're making up how things work on the fly?
Is it somehow different in D&D? I know at about what levels my players can tackle an owl bear or black pudding.
Tratyn Runewind said:Yes, if you fight like a typical D&D fighter, standing still and swing, swing, swinging round after round, you'll need a lot of armor to survive. If, on the other hand, you realize that the level of detail in GURPS will require you to explicitly make proper use of combat actions one might actually employ in a fight, like feinting and retreating defense, you'll do fine with lighter armor and either a good shield or a weapon that parries well (fencing swords, katanas, etc.). GURPS combat is not an abstracted hit-point-attrition-fest. And being outnumbered will tell in GURPS, moreso than in D&D 3e after the first few levels, so players may actually have to employ tactics, like withdrawing to a place where they can fight on a narrow front, for more of their careers than they would need to in D&D.
Yes, the standard magic system for GURPS is deliberately somewhat (brace yourself!) generic. GMs can use their own ideas to spice it up, or easily adapt concepts from myth, legend, or fantasy literature, or use one (or more!) of the many variants presented in GURPS sourcebooks for that (the ones in the aforementioned GURPS Cabal and in GURPS Celtic Myth are both fun).
Not sure what version of GURPS you've been playing, but it sure isn't any one I've ever seen. You get one casting of Minor Healing and one of Major Healing per person per day in GURPS before you start running into serious and cumulative negative modifiers. Penalties for repeated Divination are even harsher, and the various Divination spells all have high energy cost and relatively high prerequisite requirements, to boot. And the alarm bells for the potential campaign implications of Divination are sounded right at the beginning of the spell description itself. Constant Flight or Invisibility are possible, but hardly seem unbalanced - they're far more expensive in terms of points than the countermeasures to them.
Jürgen Hubert said:True, but I just get kicks out of the idea of a grinning goblin with a big drill...![]()
Oh, just because they don't have to prepare them in advance it doesn't mean they can do them indefinitely. The spells cost fatigue, after all...
jfiz said:I don't make up how things work on the fly. In BESM, players all create their own spells, buying them with magic points (like making a character with character points)...they chose from a big list of attributes to build the spells from. The attributes follow consistent rules etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.