Mr. Greengoat said: I don't know sir, I respectfully differ.

I think the differences between the iterations across the game is clear, but TFT melee looks a lot like the advanced combat rules from 3rd GURPS. Both systems are heavy on hexes and facing. Both have DX and ST attributes. Both games have you roll 3d6 lower than a target number (DX in TFT, Skills in GURPS) and then a number of damage dice for your weapon.



You can also argue that OD&D and D&D5E are different games but they are still Dungeons and Dragons y'know? I think is the same for Steve Jackson's long lost RPG. Happy he got it back. I love that company. Click to expand...

Combat capability growth is VERY differentGurps is raise the skillsTFT is raise the attributes - talents are "bought" by raising IQ, and then training to fill the slotGURPS magic is filled with prequisites and scholastic groupingsTFT is largely "Raise your IQ and find a Teacher", A quick skim of AW doesn't show any spells with non-attribute prerequisites.GURPS has multiple defense roll options, all of which are 3d6 vs relevant skill or figured attribute score. The non-active form is a function of armor, and is PD. Shields are a defense roll (and added to PD, IIRC).TFT has 4d throws for Dodge or Defend (AM 18), which are much more limited. Shields count as more armor, but only while in arc.GURPS, 0 HT is where you might die, but it's possible to go VERY negative and survive. Hits and Fatigue are separate.TFT, 0 ST = dead. You can easily kill yourself with cast spells; fatigue and wounds both count against strength.They're clearly related designs (ignoring the same designer), noting that in Roleplayer, SJ commented upon GURPS being a rework from the same principles, and that the lack of access to it caused him to change his approach to a number of areas. GURPS 1 wasn't TFT2; it was a whole new game based upon the same research.