08-26-2022, 04:01 AM | #11 |
Join Date: Apr 2013
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Re: The loadout problem when creating new PCs
Given the way Weapon Master and Weapon Bond work this leaves him relatively at -4 to hit (on the inevitable rapid strike) and -4 damage compared with his designed weapon. That's... OK as long as he has Signature Gear on the weapon he didn't buy and it's waiting in the first dungeon.
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08-26-2022, 04:37 AM | #12 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: The loadout problem when creating new PCs
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Even if that were not the case, that skill can be used for other things - hit location, Deceptive. Swashbucklers don't always Rapid Strike.
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08-26-2022, 06:05 PM | #13 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: The loadout problem when creating new PCs
Another thing I've done is assign random loot. You can get something you can't use (and I always allow for skills/advantages to be switched if you want to), but you can also get awesome stuff too. DF8 for the win here.
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08-26-2022, 11:15 PM | #14 |
Join Date: Aug 2004
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Re: The loadout problem when creating new PCs
That sounds like a fun idea.
Could work as a "grab bag" idea, too: a PC can spend some amount to get a bunch of stuff guaranteed to be of higher value - but it's random stuff. (DF8 is fantastic for rolling up stuff, as you note. I'd advise any DF GM to snap it up - but also to put it to work before play. Rolling up its more detailed creations can take a surprising amount of time.)
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08-26-2022, 11:47 PM | #15 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: The loadout problem when creating new PCs
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08-29-2022, 02:19 PM | #16 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: The loadout problem when creating new PCs
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Provide an easily identifiable path for CP use (weapon bond) Provide an easily identifiable path for $ use (the weapon you want) Avoid explaining why someone with an expensive sword would take a low level starter job Let the GM dangle increasingly fancy swords in front of the PC to let him decide when to spend the Weapon Bond point Let the GM showcase some weapon-destroying opponent without totally screwing the swashbuckler Let the GM provide some quest level story to justify something like Signature Gear Starting poor isn't necessarily a bug, it's a feature.
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09-06-2022, 12:09 PM | #17 | |
Join Date: Jan 2008
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Re: The loadout problem when creating new PCs
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To me (as a DF novice) it seems plain that a Swashbuckler is going to prioritize starting with an edged rapier at any cost, even if he winds up having no other gear including armor or even basic rations. It's just that important. I think of Inigo from the Princess Bride: reduced to working for criminals like Vizzini "to pay the bills", but he's still got his father's sword! Last edited by sjmdw45; 09-06-2022 at 12:13 PM. |
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09-06-2022, 11:14 PM | #18 | |
Join Date: Apr 2013
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Re: The loadout problem when creating new PCs
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09-06-2022, 11:41 PM | #19 |
Join Date: Jan 2008
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Re: The loadout problem when creating new PCs
Right, and rapiers vs. edged rapiers are not an exception. Ergo a different kind of rapier really is -4 penalty on Rapid Strikes relative to your edged rapier weapon of choice.
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09-07-2022, 12:45 PM | #20 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: The loadout problem when creating new PCs
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The following post is for DF, not DFRPG, but it should apply : http://forums.sjgames.com/showpost.p...1&postcount=37 It was discussed before here : https://forums.sjgames.com/showthread.php?p=2436133 See also http://forums.sjgames.com/showpost.p...5&postcount=25 for Gurps, DFRPG is more generous for the knife category, as noted above. Last edited by Celjabba; 09-07-2022 at 12:49 PM. |
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