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I'll always love GURPS' realism and versatility. Joel Send a noteboard - 23/09/2009 02:24:15 PM


1) Blue dragons are not Neutral, they're Evil; Chaotic Evil, IIRC.
)


Ah, you are suffering D&D Edition Lag. It's a common condition, seen in those who have not yet updated their collection and/or are stubbornly pretending 4th Ed never happened. While chromatic dragons are still evil by default, not *all* of them are evil any more, and you will not get hounded out of your playergroup for having one that isn't.

....I'll go hide in my little geek corner now.

To be fair, the little I've seen of 3rd makes it look like Wizards stol--er, BORROWED a lot of the design improvements GURPS provided (though I'm pretty sure Spelljammer and Star Frontiers would still require completely new gaming systems, and you still have to buy a tube of dice rather than using 3D6 for everything. ) Not really much reason to go to a Fourth though.

What do Weis and Hickman think of the whole "chromatic dragons aren't all evil" philosophy? Does this mean someone other than Salvatore can play a CHAOTIC GOOD Drow with a 20 Dex...?


Hehe, Drow are a base race now They made them *work*! although I will still personally execute any player who rolls up a scimitar dual wielding ranger called 'Drizzle'.

Never been a fan of GURPS, and 3rd ed D&D had a lot of problems - most of which have been resolved with 4th, in my opinion. I never played 2nd (late starter, never roleplayed before going to university) so can't comment.

Not to mention the fact you don't actually NEED any books beyond the Basic Set (3rd. Ed. of course) or any dice beyond those you can scavenge from your closest old Risk or Axis&Allies set (though I don't recommend the latter; in my experience Axis&Allies dice like to roll high, so unless you enjoy crit failing your skill rolls, go with the Risk dice. ) It's probably easier to buy a copy of Magic and Fantasy Folk than to generate spells and demi-humans yourself, but it can be done, and in an inherently balancing way; any bonuses you give to a demi-human race will be reflected in the cost of playing that race, which will consequently leave you less points for the rest of your character. Most importantly, you can send Captain Kirk, Merlin and Wyatt Earp out to battle the Dark One without worrying about incompatible rule sets for different settings.

I'VE never played 3rd Ed., but understand it incorporates a lot of the character point building system and skill rolls from GURPS; 2nd Ed. had randomly generated characters with a limited number of weapon and non-weapon "proficiencies" (even those were an optional rule, but anyone who wanted more than just basic hack and slash had to use them, since it was the only way you could do things like create a character who knew how to make his own armor, much less weave a tapestry. ) And the wonderful rule about certain weapons being off limits to certain classes, relegating wizards to daggers and staves in melee and slings and darts for ranged attacks (and since clerics couldn't use anything with an edge, they were pretty much stuck with slings for ranged attacks. )
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