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Re: (TFT) GURPS combat complexity etc.



We didn't find it so.  

I decided that the times my group tried GURPS and
didn't like it, was because we didn't KNOW the 
system.  So I ran a fantasy campaign with GURPS
for a long time.  At the end, we all just wanted
to go back to TFT.

In TFT, you make a to hit roll, a damage roll and
your done.  In GURPS you make a hit roll, he
makes a parry roll.  No hit, OK, do this 3 more
times before you actually do damage.

I felt that GURPS was more realistic.  But the 
fights just took longer because their was more
sword play.  My group preferred very fast, very
deadly fights so we could get on with the 
politics (or what ever the players were doing).

Everyone preferred TFT's magic system than the 
long strings of prerequisites you had to take
in GURPS.  (OK, there are 20? threads of spells,
you can take in GURPS.  How far are you along
your list of prerequisites before you get some
thing cool?)

If you like GURPS, more power to you.  But there
is at least one person who has played a LOT of
GURPS, who prefers TFT.

Warm regards, Rick.

On Fri, 2012-01-06 at 10:10 -0500, Brett Slocum wrote:
> I believe that a majority of those who perceive the GURPS combat
> system as being too complex don't realize that much of that complexity
> is optional.
> 
> Running combat in GURPS is nearly as fast as running it in TFT. Most
> of the time is taken with map movement in both systems. Or you can
> skip the tactical movement and speed things up more.
> ---
> Brett Slocum <brett.slocum@gmail.com>
> 
> 
> 
> On Fri, Jun 1, 2012 at 7:09 AM, Joel BoardgameRpger
> <joel.siragher@gmail.com> wrote:
> > i didnt take it for condesc at all. thanks for enlightening.
> >
> > what book is give ground in?
> >
> > On Thu, May 31, 2012 at 7:28 PM, PvK <pvk@oz.net> wrote:
> >
> >> Thanks Joel.
> >>
> >> I hope I can say this without condescending, which I really don't mean it
> >> to be, but as I've said before, it seems clear to me that many of the
> >> players who have tried GURPS and prefer TFT, got turned off by the
> >> complexity in GURPS, and before they had mastered it, they saw things that
> >> didn't seem to make sense, which your description matches a lot.
> >>
> >> For example, you seem to have concluded that active defenses are nearly
> >> useless in GURPS, but once you master the rules, they are very useful. Yes
> >> a parry may be half skill, but there are modifiers such as the shield size
> >> and usually on your first defense you take an option such as give ground
> >> (retreat) which gives you a bonus, so the skill 12 sword & shield guy often
> >> has a parry of more like 12 total, which is quite likely and so makes it
> >> very useful to do things to counter it.
> >>
> >> But ya, there is a lot of complexity to learn. Once learned though it can
> >> make a lot of sense. But it's clearly not to everyone's taste.
> >>
> >> PvK
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