10-09-2008, 09:10 AM | #1 |
Join Date: Oct 2007
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DF: Switchable perk?
A player in my DF game wants to play a Celestial without the Celestial Nimbus perk, saying that it will make him too visible in a dungeon and, if anything, should be a disadvantage. My feeling is that once you pull away the nimbus, Celestials are just that much closer to being very fit and bright humans who are bafflingly prone to being attacked by demons. I think that on balance it is an advantage, as unlike the torches and lanterns everyone else carries, his light source will not take a hand, does not run out of fuel, and does not get dropped and extinguished at inconvenient times. He counters that he wants to play a thief, and it makes some skills like Stealth and Camouflage impossible.
IDNHMBWM, but would it work to rethink the thing as not being Always On, but possibly an advantage he can suppress for, say, one FP per minute? This would allow the character to be sneaky and skulk around in the shadows for a bit. Or is the glow part of the reason Celestials don't tend to become thieves? |
10-09-2008, 09:39 AM | #2 | |
Join Date: Sep 2004
Location: Canada
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Re: DF: Switchable perk?
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If the player prefers to look at it this way, it's like having a lot of levels of Night Vision and a disadvantage that cancels all but one point of the cost by making him shiny. I wouldn't let him be a "dark" celestial because it seems against the theme of the race. Make him play a half-demon instead :D
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10-09-2008, 10:03 AM | #3 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: DF: Switchable perk?
I was hesitant to allow the equivalent of Accessory (Flashlight) in a fantasy setting without flashlights, on the grounds that it was too powerful for the price, but then I decided that glow vials and Continual Light amounted to the same thing. The key realization is that it's about 8 points cheaper than Night Vision 9, yet almost as useful except in the one situation where you want to sneak around in the dark . . . and probably more useful to your allies. That offsets any Supernatural Features-like drawbacks it has -- and the fact that it has no downside in town, where one of the Good Guys is generally welcome, cinches it.
But grousing about how it makes you a crummy thief is two things: 1. Whining. Pixies are lousy warriors, orcs make appallingly bad bards, and wildmen just don't cut it as artificers. So . . . don't take those jobs. If the player won't stop crying, let him take a quirk, "Defective celestial nimbus," and then make that hose him occasionally. This is DF -- some adversariality is expected! 2. Putting "thief" in a tiny little box and duct-taping it shut. So he's no good at using Stealth in the dark . . . and? There are still locks to pick, traps to disarm, and obstacles to be climbed, edged across, and hurdled. There are still encounters in areas lit considerably brighter than torchlight -- like, say, magically lit areas or outdoors under the sun. And in total underground dark, a human thief can't see at all, even with Night Vision (which requires at least some light), so it isn't like he's going to be stealthy either.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-09-2008, 10:05 AM | #4 | |
Join Date: Oct 2004
Location: San Francisco, CA, USA
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Re: DF: Switchable perk?
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So many problems get caused because GMs confuse "there are all these cool tools in GURPS' modular toolkit" with "I have to allow every permutation of all these cool tools in GURPS' modular toolkit, unless it's obviously unbalancing". |
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10-09-2008, 10:24 AM | #5 | |||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: DF: Switchable perk?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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10-09-2008, 10:28 AM | #6 | |
Join Date: Aug 2004
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Re: DF: Switchable perk?
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Outside of the context of DF, a Celestial Nimbus would probably just be a 0 point Feature. A Perk like that would be switchable by default (cf. Accessory). |
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10-09-2008, 08:08 PM | #7 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: DF: Switchable perk?
The Celestial I play in one of our DF games doesn't bother with stealth. He has party members who do that instead, while he stands there as a big, glowing, DR 13 distraction. If you're going to pick a race, play to its strengths.
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10-09-2008, 08:37 PM | #8 |
Join Date: Oct 2007
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Re: DF: Switchable perk?
Thanks for all the input. As Kromm divined, he is more leaning towards the assassin type, so it looks like now he has decided on... leprechaun assassin. Or as he put it:
"Top o' the mornin' to ya!" *stabs you in the eye* |
10-09-2008, 09:01 PM | #9 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: DF: Switchable perk?
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10-09-2008, 09:04 PM | #10 | |
Join Date: Sep 2008
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Re: DF: Switchable perk?
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Of course, if you want to go with the stereotypical Master of Shadows, Celestial certainly isn't the race to be!
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