07-09-2008, 09:03 AM | #31 | |
Join Date: Sep 2004
Location: Canada
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Re: The Complete GURPS Dungeon Fantasy
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07-09-2008, 09:39 AM | #32 | |
Join Date: Jul 2006
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Re: The Complete GURPS Dungeon Fantasy
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So each of the fourth edition classes would be separate paths. Players can choose to start one and stay with that to the end or start two, or three, and so on. Just like in Magic you can start with one college and learn the hell of it or start multiple colleges. I agree using the template as the basis for niche protection is arbitrary compared to the normal GURPS way. But using a D&D 4th style power setup not based on templates but prerequisties then you get niche protection yet it is still GURPS. |
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07-09-2008, 10:56 AM | #33 | |
Join Date: Sep 2004
Location: Canada
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Re: The Complete GURPS Dungeon Fantasy
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... from every read through I've seen of 4e, it is not a tree, and does not have prerequisites beyond "Must have level X of class Y". You can't use Reaping Strikes unless you're a Fighter who can use level 1 Fighter powers (or you've paid the premium of two feats to multiclass into Fighter and unlock the early powers). Period. Level 3 fighter powers don't require you to have level 1 fighter powers, they require you to be a Fighter who has access to level 3 powers - by being a level 3 fighter - or to have payed the prerequisite feats to multiclass. That's the same as "You must have the Fighter template, or have lensed into Fighter". Armor Piercing Thrust does not require Reaping Strikes, Precise Strike does not require Sure Strike. There are no prerequisites other than "must be of the correct class and level, or have payed the feats to multiclass into the correct class, and be of the correct level"
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07-09-2008, 12:01 PM | #34 | |
Join Date: Jul 2006
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Re: The Complete GURPS Dungeon Fantasy
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To turn it into a prerequisite based system you say some like Prerequiste: You must have two from the following list. I don't have the rule book in front of me but I believe you get a utility power at 2nd level. So the prerequisite would be <each power in the 2nd level Utility list> Prerequisite: You must have two powers from the <1st level at-will list>; one power from the <1st level encounter list>; one power from the <1st level daily list> Then the next power you get would have a prerequisite. Prerequisite: You must one power from the <2nd level Utility List> Because you can't get the 2nd level Utility Power without getting fulfilling it's prerequisite which you can only do by buying the right number of 1st level powers. Now of course the problem with this that point cost will be all over the place and some powers will be balanced differently than the other because the difference in the combat rules. And top it off all, like you pointed out, there is no real rhyme or reason to how D&D powers are setup other than for game effect. But there is nothing that prevents building a GURPS equivalent with the same broad idea. You have a Tier One that anybody can buy You have a Tier Two that needs the right number of Tier Ones You have a Tier Three that needs the right number of Tier Twos and so on. Then you repeat for the next niche you want to create. The actual powers of the different tiers interact to fill a niche in the Dungeon Fantasy Party. Thus the niche is emergent from the list of powers used the tier rather than saying you can't pick anything outside of your template. You be a generalist and just focus on buying a bunch of Tier One and a few Tier two powers. Or you can embrace the niche and buy up all the Tiers. It is the same tradeoff using the Magic System. |
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07-10-2008, 09:38 AM | #35 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: The Complete GURPS Dungeon Fantasy
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Fighter [14] Armoury/TL (IQ/a), Bow (DX/a), Brawling (DX/e), Crossbow (DX/e) Melee Weapons: Axe/Mace (DX/a), Flail (DX/h), Knife (DX/e), Polearm (DX/a), Spear (DX/a), Shortsword (DX/a), Two handed Axe/Mace (DX/a), and Two-handed sword (DX/a), Shield (DX/e), Throwing (DX/a) Optional advantages: Enhanced Defenses (B51), Trained By Master (B93), Weapon Master (B99) Optional Wildcard skill: Sword! (DX, B175) Barbarian Lens [+0] (F116) You are a fighter from one of the ‘Uncivilized’ parts of the world. Add Basic Speed [5/0.25], Low TL [-5/TL]; Language (native speaker, illiterate) [-3] Running (HT/a), Strategy (IQ/h), Tactics (IQ/h) Optional Advantage: Enhanced Defenses (Dodge, B51) Optional disadvantage: Berserk (B124) Paladin Lens [+46] You are a warrior defender of the faith. Add Blessed or Power Investiture (powers lost if Chivalric and/or Religious Codes broken, severe penance) [10], Rep +2 (from Religion) [10], Status 2 [10], Comfortable Wealth or Patron [10], True Faith [15], Vow (Chivalric Code of Honor) [-15]; Innate Attack (DX/e, B201), Riding (DX/a), Lance (DX/a), Heraldry (IQ/a), Savoir-Faire (IQ/e), Spells (IQ/h-v) Optional advantages: Healing (B56) Optional skills: Esoteric Medicine (B192), Hidden Lore (B199), Physician/TL (B213) Ranger Lens [+12/+17] You are fighter with an affinity with nature. Add Magery 0 [5] or Power Investiture [10]; Animal Handling (IQ/a), Hiking (HT/a), Innate Attack (DX/e, B201) Naturalist (IQ/h), Survival (IQ/a), Tracking (IQ/a), Veterinary/TL (IQ/v) Optional advantages: Animal Empathy (B40), Talent (Animal Friend) (B89-90) |
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07-10-2008, 09:27 PM | #36 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: The Complete GURPS Dungeon Fantasy
Once the DF line is more expanded, I'd love to see a hardback compilation, organized into a single volume. I know that'll take more layout work, but I think that it's well worth pulling together properly.
I'd buy it, and I'd give it as gifts to fantasy gaming friends to use for GURPS or for their non-GURPS games.
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07-10-2008, 10:32 PM | #37 | |
Join Date: Mar 2006
Location: San Francisco
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Re: The Complete GURPS Dungeon Fantasy
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