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Steve Jackson Games Announces 2024 Release Schedule
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<blockquote data-quote="aramis erak" data-source="post: 9218679" data-attributes="member: 6779310"><p> <ul> <li data-xf-list-type="ul">Attributes<ul> <li data-xf-list-type="ul">TFT: ST, DX, IQ, MA; MA isn't used for any rolls RAW, and cannot be raised from racial base with starting discretionary points. Adj MA and Adj Dex are figured from their parent with gear.</li> <li data-xf-list-type="ul">GURPS: ST, DX, HT, IQ; MA is figured; Will and Charisma are pseudo-attributes derived from IQ and advantagages/disadvantages.</li> </ul></li> <li data-xf-list-type="ul">Skills<ul> <li data-xf-list-type="ul">TFT: most "talents" are simply boolean skills, generally knocking a die off a difficulty, medium width<ul> <li data-xf-list-type="ul">OE: IQ sets number of talent/spell slots.</li> <li data-xf-list-type="ul">LE: IQ sets number of starting talents/spell slots, but further slots can be bought without raising IQ</li> </ul></li> <li data-xf-list-type="ul">GURPS: skills are adjusted from attributes; they range from medium width to insanely narrow, especially if using the optional specialization rules.</li> </ul></li> <li data-xf-list-type="ul">Advantages<ul> <li data-xf-list-type="ul">TFT: most of the rest of the talents are directly comparable to GURPS advantages. a couple modify attributes conditionally. many allow otherwise impossible things. Spells in TFT fall into this.</li> <li data-xf-list-type="ul">GURPS: One of the most robust advantage systems in print... some are special cases enablers, some are conditional attribute modifiers (esp. Magery), some set the levels of the pseudo-attributes, some are penalty reductions. </li> </ul></li> <li data-xf-list-type="ul">Disadvantages<ul> <li data-xf-list-type="ul">TFT: formally, no disads. In practice, two disads: Wizards pay extra for most talents, Heroes pay extra for spells.</li> <li data-xf-list-type="ul">GURPS: a rich and varied set, being the mirror of its advantages.</li> </ul></li> <li data-xf-list-type="ul">Character gen<ul> <li data-xf-list-type="ul">TFT: Pick race, note attributes, apply discretionary points to ST/DX/IQ, pick talents/spells as allowed (all have minimum IQ, some have min ST or DX. Buy gear based upon standard wealth.</li> <li data-xf-list-type="ul">GURPS Find starting point total from GM, buy using points a mix of attributes, skills, advantages; taking disadvantages gives more points to spend. Buy gear based upon purchased wealth level.</li> </ul></li> <li data-xf-list-type="ul">Resolution mechanics<ul> <li data-xf-list-type="ul">both are d6's only, roll low, and have provisions for Critical Success and Critical Failure, as well as minimum success and minimum failure chances on all rolls.</li> <li data-xf-list-type="ul">TFT: 1d6 to 7d6 (highest I've seen by rules, but not a limit by RAW) by difficulty for under the relevant attribute, possibly modifying the number of dice down for talents or adjusting a attribute up for conditional modifier talents. Most combat rolls 3d6, but unskilled weapons use is 4d.</li> <li data-xf-list-type="ul">GURPS: All ability rolls on 3d6.</li> </ul></li> <li data-xf-list-type="ul">Damage and Fatigue<ul> <li data-xf-list-type="ul">TFT: both marked against ST</li> <li data-xf-list-type="ul">GURPS 1e-3e: Damage against HT, Fatigue on ST.</li> <li data-xf-list-type="ul">GURPS 4e, option in G3:CI : Damage against ST, fatigue against HT.</li> </ul></li> </ul><p>They're really very similar from a play experience, but TFT is easier to get characters going. GURPS is a little more consistent.</p><p></p><p>Note also: Dragons of Underearth is a simplified variation on TFT, and wasn't recovered in the TFT CRA action; its major difference is the simplification of resolution - no minimum success, no minimum failure, no critical hits nor critical fails. It only implements some of the spells and talents, as well.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9218679, member: 6779310"] [LIST] [*]Attributes [LIST] [*]TFT: ST, DX, IQ, MA; MA isn't used for any rolls RAW, and cannot be raised from racial base with starting discretionary points. Adj MA and Adj Dex are figured from their parent with gear. [*]GURPS: ST, DX, HT, IQ; MA is figured; Will and Charisma are pseudo-attributes derived from IQ and advantagages/disadvantages. [/LIST] [*]Skills [LIST] [*]TFT: most "talents" are simply boolean skills, generally knocking a die off a difficulty, medium width [LIST] [*]OE: IQ sets number of talent/spell slots. [*]LE: IQ sets number of starting talents/spell slots, but further slots can be bought without raising IQ [/LIST] [*]GURPS: skills are adjusted from attributes; they range from medium width to insanely narrow, especially if using the optional specialization rules. [/LIST] [*]Advantages [LIST] [*]TFT: most of the rest of the talents are directly comparable to GURPS advantages. a couple modify attributes conditionally. many allow otherwise impossible things. Spells in TFT fall into this. [*]GURPS: One of the most robust advantage systems in print... some are special cases enablers, some are conditional attribute modifiers (esp. Magery), some set the levels of the pseudo-attributes, some are penalty reductions. [/LIST] [*]Disadvantages [LIST] [*]TFT: formally, no disads. In practice, two disads: Wizards pay extra for most talents, Heroes pay extra for spells. [*]GURPS: a rich and varied set, being the mirror of its advantages. [/LIST] [*]Character gen [LIST] [*]TFT: Pick race, note attributes, apply discretionary points to ST/DX/IQ, pick talents/spells as allowed (all have minimum IQ, some have min ST or DX. Buy gear based upon standard wealth. [*]GURPS Find starting point total from GM, buy using points a mix of attributes, skills, advantages; taking disadvantages gives more points to spend. Buy gear based upon purchased wealth level. [/LIST] [*]Resolution mechanics [LIST] [*]both are d6's only, roll low, and have provisions for Critical Success and Critical Failure, as well as minimum success and minimum failure chances on all rolls. [*]TFT: 1d6 to 7d6 (highest I've seen by rules, but not a limit by RAW) by difficulty for under the relevant attribute, possibly modifying the number of dice down for talents or adjusting a attribute up for conditional modifier talents. Most combat rolls 3d6, but unskilled weapons use is 4d. [*]GURPS: All ability rolls on 3d6. [/LIST] [*]Damage and Fatigue [LIST] [*]TFT: both marked against ST [*]GURPS 1e-3e: Damage against HT, Fatigue on ST. [*]GURPS 4e, option in G3:CI : Damage against ST, fatigue against HT. [/LIST] [/LIST] They're really very similar from a play experience, but TFT is easier to get characters going. GURPS is a little more consistent. Note also: Dragons of Underearth is a simplified variation on TFT, and wasn't recovered in the TFT CRA action; its major difference is the simplification of resolution - no minimum success, no minimum failure, no critical hits nor critical fails. It only implements some of the spells and talents, as well. [/QUOTE]
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