09-03-2015, 07:01 PM | #21 |
Join Date: Jun 2015
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
While a lot of the material presented here is familiar to me (I own most of the GURPS 4E line, and more issues of Pyramid than I'd like to admit to my wallet), and I don't really play Dungeon Fantasy games per se and instead scavenge their bits and bobs for other games, I'm definitely giving this an overall seal of approval.
I really like the rules for Crude gear. It seems like a great addition to post-apocalyptic games that are more on the cinematic side. |
09-03-2015, 07:16 PM | #22 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
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09-03-2015, 08:59 PM | #23 | ||
Banned
Join Date: Oct 2007
Location: Europe
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
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My proposed solution, apart from the drastic one of ditching GURPS in favour of something better designed, is to re-bracket and re-price Talents so that they fall into 4 breadth categories rather than 3, and costing 6, 9, 12 and 15 points per level (not 5, 10 and 15). Perhaps in combination with increasing the cost of DX and IQ to 25/level (Per could cost 6/lvl too, and in a fantasy world Will could cost 6/lvl too, whereas in most other types of worlds Will should probably cost only 4/lvl). Keeping in mind that rolls affected by the Outdoorsman Talent should sometimes realistically float to an attribute or sub-attribute other than Per (where Outdoorsman Talent still gives its benefit), I think it'd be fine. Quote:
But really, the thinking behind it seems to be that Barbarians shouldn't wear armour, and I'd be OK with that. I just think that to make it more fair and balanced, there ought to be traits offering unarmoured defensive options. For instance a couple of levels of Enhanced Dodge, one Limited to only when not wearing armour, and one Limited to only when at Light-or-better Encumbrance. Likewise, a few levels of DR, with Limitations that reflect a light-footed approach to combat (Only When at Light-or-better-Encumbrance) and active defenive movements (Only When Aware of Attack, and Vs Melee Only). Note that I haven't purchased the PDF. It's quite possible that such traits are already present in it. I don't seem to recall much of that sort of thing in DF11, even though that would have been an obvious thing to do, but then again I haven't read DF11 very closely and certainly haven't memorized it. |
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09-03-2015, 09:25 PM | #24 | |||
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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09-03-2015, 09:52 PM | #25 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
Am I the only one that, when hearing "barbarian warrior", immediately thinks of light cavalry over a big guy with an axe? Foederatus, rather than Viking.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
09-03-2015, 10:40 PM | #26 | |
Join Date: Sep 2006
Location: SF Bay Area, CA
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
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But maybe in your game Barbarians are just melee fighters with a weird culture (but not necessarily good at hunting and whatnot). It's probably not going to break anything to make them just that. Don't let anyone tell you that the fun you're having is the wrong kind of fun. |
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09-03-2015, 10:48 PM | #27 | |
Join Date: Aug 2009
Location: OK
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
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If they were thought of in this way, they would about even out. I'm not suggesting that the barbarian shouldn't have wilderness abilities, but I think they would be more appropriate if they were treated similarly to the knight's military skills: something he starts with some competence in, with the option of raising them with a Talent from his advantages, rather than having a mandatory large number of his points spent on them. I'm sure this is easier for players to see after years of using these rules than it was to predict exactly how the templates would play out when they were being written. I've played barbarians and had fun doing so; I just feel like the template could make better use of its points.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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09-04-2015, 12:38 AM | #28 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
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09-04-2015, 01:09 AM | #29 | |
Join Date: Jul 2013
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
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For instance, if I choose to be a Shirtless Savage I'm filling the roll of a strong, yet slightly less skilled knight who doesn't rely as much on equipment, that's reasonably differentiated. If I go Rage Barbarian the difference is even more obvious since I now have a ton of magical abilities that the Knight never gets access to. That's not to mention the power-ups which I think are probably the biggest thing that differentiates the more martial classes as they steer the way your character grows (in the case of the barbarian, really big!). As it stands I still have to head over to DF Henchmen and tack on the Veteran lens to a Brute to get the character I want. The only problem is that now I'd also have to try and persuade the GM to give me access to all the delicious possibilities in this book! |
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09-04-2015, 01:38 AM | #30 | |
Join Date: Aug 2004
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Re: GURPS Dungeon Fantasy Denizens: Barbarians
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Heck I've done it plenty of times and Evil Stevie's Hell Striker teams have never ever shown up in retaliation. Probably a good thing though, I hear they really like beer and I'm kind of a teetotaler |
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Tags |
dungeon fantasy, dungeon fantasy denizens |
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