Search Results
6/10/2025, 12:19:34 AM
>>95833042
>>95833042
> /gurpsgen/ readers have any interest in playing in a "Pathfinder Adventure Path" styled Dungeon Fantasy -esque game?
The only Pathfinder AP I've played in was a full run of Jade Regent. I do like dungeon fantasy, though I have no particular love for Pathfinder itself.
> Is low tech [...] "wacky sci-fi fantasy" region?
Yeah you could definitely add more sci-fi elements in. If you wanna go that route you could, are we talkin wacky just like pulpy or like, silly funhouse stuff?
>What does concern me [...] in between.
GURPS bucks are something of an abstraction meant to work across any tech level/relative economy, and the pricing of things generally reflect whatever TL they were designed for: a TL 8 cellphone is comparatively expensive next to a TL 9 cellphone. As for magic items, there're actual rules outlined for the costs of enchanting based on the magic system, so enchantments invoking higher-tier spells or traits are going to cost exponentially more, as you're getting trait-level benefits without spending XP. Things cost a lot in DF because the expectation of a DF game is that your dungeons will have gold and treasure and ways to get money fast compared to other settings/styles-of-play. And also because of the expense of magic items (see above), and the understanding that players will sell items they don't want/need to get items they DO want/need.
>Worse, I get this awkward feeling like I'm not sure why numbers seem so large in Dungeon Fantasy.
Dungeon Fantasy characters are explicitly Heroic, they're already assumed to be as competent as, say, a 5th-level DnD/PF character. DF has rules for 125-point or 62-point templates if you wanna do something more low-power to start with.
> but how is it reasonable [...]
Most of the DF templates have 15 in their main combat skill, with fightier ones like the Barb and Holy Warrior having 18 and only the Knight and Swashbuckler having a single 20. Where're you getting 22 from?
>>95833042
> /gurpsgen/ readers have any interest in playing in a "Pathfinder Adventure Path" styled Dungeon Fantasy -esque game?
The only Pathfinder AP I've played in was a full run of Jade Regent. I do like dungeon fantasy, though I have no particular love for Pathfinder itself.
> Is low tech [...] "wacky sci-fi fantasy" region?
Yeah you could definitely add more sci-fi elements in. If you wanna go that route you could, are we talkin wacky just like pulpy or like, silly funhouse stuff?
>What does concern me [...] in between.
GURPS bucks are something of an abstraction meant to work across any tech level/relative economy, and the pricing of things generally reflect whatever TL they were designed for: a TL 8 cellphone is comparatively expensive next to a TL 9 cellphone. As for magic items, there're actual rules outlined for the costs of enchanting based on the magic system, so enchantments invoking higher-tier spells or traits are going to cost exponentially more, as you're getting trait-level benefits without spending XP. Things cost a lot in DF because the expectation of a DF game is that your dungeons will have gold and treasure and ways to get money fast compared to other settings/styles-of-play. And also because of the expense of magic items (see above), and the understanding that players will sell items they don't want/need to get items they DO want/need.
>Worse, I get this awkward feeling like I'm not sure why numbers seem so large in Dungeon Fantasy.
Dungeon Fantasy characters are explicitly Heroic, they're already assumed to be as competent as, say, a 5th-level DnD/PF character. DF has rules for 125-point or 62-point templates if you wanna do something more low-power to start with.
> but how is it reasonable [...]
Most of the DF templates have 15 in their main combat skill, with fightier ones like the Barb and Holy Warrior having 18 and only the Knight and Swashbuckler having a single 20. Where're you getting 22 from?
Page 1