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Re: (TFT) Using Melee/Wizard as a Wargame
My biggest problem with GURPS is the inherent "generic" quality to -
everything-. There are things that I like about GURPS, from a
roleplaying standpoint. There are things I like better about TFT
from a conflict simulation standpoint.
One of the things that years of wargaming has taught me is that
complexity does not always equal realism. In fact, it is usually the
more elegant but subtle rules which give a game it's realism.
Something as simple as changing the turn ordering can have a huge
impact.
David Jackson
On Nov 11, 2006, at 12:14 PM, Peter von Kleinsmid wrote:
We made some adjustments to the attributes. We broke each
attribute into two separate attributes. Strength becaume
encumbrance and constitution, with the former being physical
strength and ST feat saving throws and the latter being used for
HP, spell points and ST resistance type saving throws.
Nice!
Several people have posted to this list with house rules for split
attributes, or that that amount to a similar effect, for all three
TFT attributes.
GURPS also breaks things down. It adds a Health attribute which
takes some of the functions of ST. Then it adds traits and skills
with levels which give specific levels of ability in every talent.
Many of the people on this list disdain GURPS though because of its
complexity and other perceived weaknesses.
PvK
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