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Old 01-09-2008, 07:17 AM   #15
pnewman
 
Join Date: Aug 2004
Location: Anchorage, Alaska
Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Quote:
Originally Posted by OldSam
I wouldn't do it this way:

2) Racial Skills? I don't think there is good explanation for this, you could rather think of regional or society-specific skills if you want this kind of things...
Some current official Gurps templates already include racially learned skills. In Dungeon Fantasy stereotypes Humans tend to be more diverse and more skilled than other races, therefore I included skills in the Human Template but left the selection of what skills they were undetermined. Many genres of fiction include the notion that humans are able to compete with other races who are individually superior because humans have determination and pluckiness. I chose to model this in GURPS tems with Luck, thereby reflecting the human ability to succeed in a crisis with the GURPS ability to use Luck to reroll failed rolls. I don't think the fact that this makes all the other races 'Unlucky' compared to humans is either a big deal or matters in Dungeon Fantasy [1], if I were running GURPS Professional Gamblers of Multiple Races, I'd do it differently.

Quote:
Originally Posted by OldSam
Your template looks nice so far but in my opinion you should also think about a disadvantage-limit or maybe even better a static negative point-cost for disads for the racial templates if you want them to be balanced...
You're quite right that since the different races have different ammounts of racial disadvantages they may not be perfectly balanced. I just don't think that it matters for Dungeon Fantasy, I wouldn't do it this way in some other genres. Most of the templates have no more than 50 points in advantages, and no more than 25 points in disadvantages (not counting reduced characteristics as disadvantages if they're 'cancelled out' by increases to other characteristics). The human template deliberately has no disadvantages because I don't think that there are any sterotypical disadvantages that all humans have, either in reality or in Dungeon Fantasy.

The fact that these templates are all going to be 25 points does mean that some cool Fantasy races can't be included, at least not without throwing on crippling levels of disadvantages. Fortunately many of these races don't have a strong tradition as player characters in Dungeon Fantasy, because they don't fit in the dungeon (Dragons (unless very young), Centaurs, Giants), don't do well on land (Devilfish, Dolphin, Merfolk, Shark Men), are too powerful or unbalanced for the genre (Djinn Ascended Ones, Vampires, Faerie, Sphinxes, Trolls) or are even too weak (Kobalds). Some of these races might be point balanced if they took just a racial template, and skipped the class template, but I'm not going to do it that way in my upcoming Dungeon Fantasy campaign because I think that archetypes are a big part of Dungeon Fantasy.

[1] There are some genres other than Dungeon Fantasy where I don't think that it matters either. If I was running a GURPS Science Fantasy game like Star Trek or Star Wars, I'd probably use a similar (Luck and skills) template for humans to balance alien racial templates, but that is a topic for another thread.

Last edited by pnewman; 01-09-2008 at 07:18 AM. Reason: formatting error
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