Differences Between DFRPG and GURPS
In this post, I will go over Dungeon Fantasy RPG: Adventurers and Dungeon Fantasy RPG: Exploits and compare them with GURPS Basic Set. I will ignore DF-specific new rules and focus on differences between the books. I will also ignore templates and focus on the rules only. Some of these changes can be easily backported to GURPS and used as errata.
ADVANTAGES
Animal Empathy
DFRPG-A, p.
47 lets characters with this advantage make a penalized reaction roll against
genuine monsters.
Discriminatory Smell
DFRPG-A, p.
16 notes that the +4 bonus is applied when detecting poisons.
Hard to Subdue
DFRPG-A, p.
50 states clearly that this adds to resist unconsciousness and sleep; the
latter wasn’t mentioned in GURPS Basic
Set.
Rallying Cry
The Rallying Cry ability (DFRPG-A, p. 28) cannot be found in any
DF books. It’s almost equivalent to the Natural Leader advantage (Pyramid #3-65, p. 11). The only
difference is that the Pyramid version has Voice give +1 to the roll, despite
Voice being present in the book.
Recovery
DFRPG-A, p.
52: This version works not only against unconsciousness, but also against
sleep.
Resistant
DFRPG-A, p.
52: This is not a generic advantage anymore, but two specific advantages –
Resistant to Disease and Resistant to Poison. Both of them cost 1 point/level
and add +1 to resistance rolls. So, the leveling scheme is different. Also, in GURPS Basic Set, disease and poison
belong to different rarity categories, but here they cost the same.
Sacrificial Parry
DFRPG-A, p.
29: This version is not limited to allies beside
you. You can parry an attack aimed at anyone within your weapon’s reach. Also,
Shield DB (yours or your friend’s) never counts, which isn’t specified in the
GURPS version.
Very Rapid Healing
DFRPG-A, p. 52: This version works differently. Instead
of doubling the natural recovery rate, is multiplies any healing, as if you had 10 more HP. GURPS Monster Hunters Power-Ups 1 has a similar optional rule, but
also makes it a leveled advantage.
DISADVANTAGES
Berserk
DFRPG-A, p.
57 adds the following: If for any reason you end up in a posture other than standing,
you must use the Change Posture maneuver to stand as soon as possible.
Callous
DFRPG-A, p.
57 says that Callous is incompatible with Charitable and Selfless.
Disciplines of Faith
DFRPG-A, p.
59: Mysticism adds a penalty to notice danger and a bonus to be noticed.
Ritualism does the same, but halved.
Frightens Animals
DFRPG-A, p.
60 adds a -4 penalty to Animal Handling and Disguise (Animals).
Greed
DFRPG-A, p.
60 expands the modifiers.
Intolerance
DFRPG-A, p.
61 expands the modifiers.
Klutz
DFRPG-A, p.
62: Klutz states that the GM must make the roll in secret. Total Klutz limits
its effects to noncombat rolls only.
Laziness
DFRPG-A, p.
62 expands the disadvantage.
Lecherousness
DFRPG-A, p.
62 expands the disadvantage with reaction penalties and resistance penalties to
Sex Appeal and seduction.
Miserliness
DFRPG-A, p.
63 adds a conditional reaction penalty.
No Sense of Humor
DFRPG-A, p.
63 adds a Carousing penalty.
Paranoia
DFRPG-A, p.
64 adds attention penalties and bonuses.
Phobia
DFRPG-A, p.
64 expands the modifiers.
Social Stigma
DFRPG-A, p.
66: Social Stigma (Criminal Record) now imposes a penalty on many rolls in
town.
Stubbornness
DFRPG-A, p.
66: This disadvantage works differently here. Now, it has a self-control number
and is tied to the complementary rolls and some other rules.
SKILLS
Body Control
DFRPG-A, p.
32: Aside from flushing poisons from your body, you can treat your own
injuries, stop bleeding, cure disease, and even treat mortal wounds!
Boxing
DFRPG-A, p. 93:
The penalty to parry kicks is gone.
Carousing
DFRPG-A, p.
73: New modifiers for spending lots of money.
Cloak
DFRPG-A, p.
74: Readying time is given in the skill description instead of being hidden
away in combat rules. Cloak is clearly stated to have no off-hand penalties.
Counterfeiting
DFRPG-A, p.
74: New use – recasting precious metal items as ingots.
Default Use
You
never gain a combat skill’s special benefits - like superior retreats and
parries for fencing skills, or unpenalized off-hand use for Main-Gauche - when
using a skill at default. You must spend at least one point on the skill to
gain these benefits.
Escape
DFRPG-A, p.
75: Any critical failure to escape the bonds inflicts 1d HP injury. In GURPS Basic Set, you damage yourself
when you intentionally dislocate a joint, and the damage depends on the degree
of failure.
Fast-Draw
DFRPG-A, p.
76: While Fast-Draw (Potion) exists somewhere in GURPS (I think), I believe
that I haven’t seen Fast-Draw (Scroll) before.
Gambling
DFRPG-A, p.
77: There’s a new use – the skill can work as Detect Lies in situations where
you suspect someone is bluffing about their odds.
Holdout
DFRPG-A, p.
79: Instead of descriptive categories for modifiers, this version has modifiers
based on weight and Reach.
Judo
DFRPG-A, p. 92:
Judo throw can only be performed on an opponent who has no more than twice your
ST. This is a generic rule that is often forgotten, so it’s nice to have it
spelled out here. In addition, “Note that in an All-Out Attack, you cannot attempt
two throws, but you can make one attempt at +4” got replaced with “With All-Out
Attack, you cannot attempt two throws, but all other options remain open”,
which implies that now you can make a Judo Throw as an All-Out Attack (Strong).
What would the effects be? Damaging Judo Throw appears in GURPS Martial Arts, but not in the base book.
Knot-Tying
DFRPG-A, p.
79: New use – making an improvised lariat from a normal rope.
Lifting
DFRPG-A, p. 80:
While the mechanics remain the same, this skill is worded very differently
here. While before, this was a quite strange skill, here you can see that this
is actually just a trained application of Extra Effort for lifting purposes.
This description seems much more clear.
Light Walk
DFRPG-A, p.
33: When minimizing weight, maximum Move is 1/3 normal, rounded down. Rounding
is not specified in GURPS Basic Set.
Lockpicking
DFRPG-A, p. 80:
This is a DX/Average skill that defaults to DX-5. The description says that
peculiar mechanisms may require a IQ-based roll instead. Basically, this is the
inverse of the skill from GURPS Basic Set,
probably because simple, DX-based locks are much more prevalent in Dungeon
Fantasy.
Meditation
DFRPG-A, p. 80:
This version did away with the lengthy concentration time.
Mind Block
DFRPG-A, p.
33: This version works differently from the one in GURPS Basic Set. Instead of rolling once per minute, or rolling
once per second in combat, you roll after failing to resist any mind-reading
ability as a second resistance Quick
Contest. If you roll a critical failure, you lose and reveal 1d extra pieces of information of your
opponent’s choice. Unlike in GURPS Basic
Set, this version doesn’t provide a list of positive and negative
modifiers.
Parry Missile Weapons
DFRPG-A, p.
33: This version clearly states the weight limits for heavy and light thrown
weapons, and also states that you can parry Missile spells without a modifier.
Pharmacy
DFRPG-A, p. 85:
Here, this skill has clearly defined brewing times for poison antidotes and
disease cures.
Poisons
DFRPG-A, p. 85:
This skill has a new default – Alchemy-5.
Pressure Points
DFRPG-A, p.
33: Effects are actually different! The only identical effect is that of a limb
hit, the rest are different. You can safely combine the two versions, I think.
Scrounging
DFRPG-A, p. 88:
This skill has a new use – roll after a battle to recover some of the arrows and
other projectiles you used.
Speed-Reading
DFRPG-A, p. 89:
This skill has a new use – identifying written spells takes less time.
Tonfa
DFRPG-A, p. 82:
This skill is worded better here than in GURPS
Basic Set, using the rules from GURPS
Low-Tech instead.
RULES
Aim
Now, something that pops up often in
my games is clarified! You aim at a specific target (person or object, not body part).
Catching Fire
DFRPG-E, p. 68:
If all your clothes are aflame, you can drop and roll as a single Change
Posture maneuver without any rolls to extinguish yourself. In GURPS Basic Set, this used to require a
DX roll and take three Ready maneuvers.
In DFRPG, you can also extinguish yourself
by beating the flame with your hands – this takes three Ready maneuvers and a
DX roll. This wasn’t possible in GURPS
Basic Set.
Cloaks
DFRPG-E, p.
48: A failed cloak block amounts to a botched unarmed parry with a hand holding
some flimsy cloth! Against a melee weapon (only), failure lets the attacker
choose to hit the original target or the cloak arm - and no, the cloak doesn’t
give that arm extra DR.
Diving for Cover
DFRPG-E, p.
50: Defense Bonus is not applied when diving for cover.
Effects of Injury
DFRPG-E, p.
55: “Reeling,” as in being below 1/3 of your HP, halves your Move and Dodge instead
of Move and Basic Speed. While this has the same effect on Dodge, it will not
affect your position in the turn order if you start a fight while reeling.
Evaluate
This maneuver doesn’t exist in DFRPG. Interesting.
Firing Upward and Downward
DFRPG-E, p.
43: For ranged attacks, apply a +1 bonus to fire down-slope and -1 penalty to
fire up-slope. Double them for slopes between 45 and 90 degrees. This is
significantly more simple, but less detailed than the rules for Firing Upward and Downward (p. B407).
Grabbing
DFRPG-E, p. 41
specifies that if you grabbed the opponent’s weapon, he cannot use it to attack
or defend. This isn’t present in GURPS
Basic Set.
Grappling
DFRPG-E, p. 40
does something that GURPS Basic Set
does not – define “head” as a single hit location for the purpose of grappling.
I’ve seen many times people trying to grapple face or skull, but now it’s
clearly defined as head that is targeted at -3. Just like in Fantastic Dungeon Grappling.
Remember
the -4 penalty to DX for being grappled? In GURPS
Basic Set, it is applied as a general penalty if you’ve grappled the torso,
and if you grappled a different body part, the victim has -4 to DX only when
using that body part. The last part even is italicized for extra emphasis. In DFRPG, however, this -4 to DX applies
regardless of hit location, but if you grab a body part other than torso, the
opponent cannot use that body part to attack or defend in addition to that general -4 to DX. The “cannot attack” part does
exist in GURPS Basic Set, but is
hidden under Actions After Being
Grappled, but the “cannot defend” part seems to be new.
Also,
there’s something else new – you get +3 to takedown rolls if you have grappled
the opponent’s leg or foot.
When
breaking free from a grapple, you can step immediately. In GURPS Basic Set, this is “move one yard in any direction,” which is
slightly different.
Lariats
DFRPG-E, p. 44:
The only defense against a lariat is a dodge. In GURPS Basic Set, you can parry too. There’s some new stuff too: “A tie
means you keep your weapon but your enemy is free to move around within its
length.” This isn’t present in GURPS
Basic Set. Also, “running” is stated to be “moving faster than a step,”
which is nice.
Nets
DFRPG-A, p. 105:
A large net requires two hands to ready, but only one hand to attack.
DFRPG-E, p. 45: The rules for nets in GURPS Basic Set are barely functional. I
strongly recommend you use these ones, or to combine them into a single whole.
The
first difference is that the only legal defense is a dodge, while in GURPS Basic Set you could also parry it,
and even damage it when parrying with a cutting weapon. The second difference
is that destroying the net works differently. Instead of attacking the net and
depleting its HP, you simple have to take three Ready maneuvers to cut yourself
out with a Reach C cutting weapon. Alternatively, with a single Ready maneuver,
you can win in a Quick Contest of ST vs. 14 for a melee net or 22 for a large
net to burst it.
Picks
DFRPG-E, p.
39 replaces all mentions of “damage” with “injury.” In this context, I don’t
think there’s any difference.
Pounce
DFRPG-E, p. 40:
Just like slams (see below), pounces calculate damage differently now. However,
now if you knock the victim down, you may claim a free grapple! This is a huge
bonus! DFRPG has no flying tackle option, so I wonder if this would also apply
to flying tackles.
Rounding
DFRPG-A, p.
6: Round costs and weights up.
BS, p. 9: Round up for point costs.
Shield Rush
DFRPG-E, p. 40:
Just like slams (see below), shield rushes calculate damage differently now.
However, now you add the shield’s DB to your damage roll and subtract it from your target’s damage roll. Also, nothing is
said about your shield taking damage
of the slam.
Size Modifier Table
Size Modifier |
Longest Dimension (p. B19) |
Longest Dimension (DFRPG-A, p. 12) |
SM-9 |
2.5” |
2” |
SM-8 |
3.5” |
3” |
SM-6 |
7” |
8” |
SM-5 |
10” |
1’ |
The DFRPG
values correspond to the Linear Measurement values from the Size and Speed/Range Table, p. B550.
DFRPG-E, p. 36: Size modifier is applied as a modifier
to attacks both in melee and ranged combat (in GURPS Basic Set, it is only a thing in ranged combat, but this was
later reworked in the online FAQ and a Pyramid article; even then the maximum
bonus from Size in melee combat is +4, but it isn’t present in DFRPG).
Slam
This is the most notorious change
between the books. As per DFRPG-E,
p.40, damage calculation for slams work the following way:
“If
you hit, you each roll your thrust-2 crushing damage on the other; as well,
look up how many hexes (yards) you ran this turn in the “Linear Measurement” column
of Size and Speed/Range Table and add the corresponding “Size” modifier to each
die of damage rolled by both sides. You can use All-Out Attack (Strong) to increase
your damage. Whoever rolled the lower damage must make a DX roll or fall down,
and falls automatically if the higher damage roll was at least twice as much.”
Personally,
I haven’t tried these rules yet, but I’ve heard that they work much better than
the one in GURPS Basic Set.
Speed Penalties
DFRPG-E, p.
43: Ignore target speed except when your target is taking an All-Out Defense
(Increased Dodge) maneuver, or using Move maneuvers to sprint or tumble. Then add
speed in yards/second (i.e., hexes moved) to range in yards and look up the
total in the “Speed/Range” column to find the penalty. Don’t look up range and
speed penalties separately and add them together!
Torches
DFRPG-E, p. 68:
Torches and other incendiary weapons deal 1 point of follow-up burning damage, instead of linked burning damage. This change probably stems from the fact
that linked attacks do not even exist in DFRPG.
Trampling
DFRPG-E, p. 40:
“When someone is knocked down by a slam or overrun and the attacker keeps moving,
trampling is automatic – don’t make attack or defense rolls, just roll
trampling damage and halve it.”
BS, p. 404: “Do not make any attack or
defense rolls - roll damage immediately, based on half your ST, rounded down.”
In
one case, damage is halved, in another – ST is halved. I prefer the DFRPG version, as it is much easier to
calculate.
Whips
DFRPG-E, p.
39: Whips are worded slightly differently. “Anyone injured on the arm or hand
by a whip must roll against Will modified by the shock penalty for the injury
or drop anything in that hand.” In GURPS
Basic Set, the wording is less clear, as it says that any whip blow is
painful, but the roll is required if the victim takes a whip wound, which is
not a mechanical term, but a descriptive one.
Reading this, It seems that DFRPG is Gurps 4.1
ReplyDeletePretty much what it is.
DeleteThis is a really nice document. I've been wishing for it for a while. Thanks
ReplyDeleteGlad to help!
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