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Old 09-04-2015, 02:47 PM   #41
Wavefunction
 
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

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Originally Posted by Kromm View Post
Sure it is. Backward compatibility is a thing. This supplement doesn't replace all prior art on barbarians; it complements it. We can't have two different baselines floating around out there. What we can do is offer optional alternatives, which this supplement does in spades!
What I mean is that while you certainly shouldn't rip survival skills out of the basic barbarian, there should have been at least one option completely without them. Perhaps something else instead in place, but some kind of option. That's just my opinion of course.

It occurs to me that the refined barbarian could (and possibly should) have swapped out Outdoorsman for something more fitting to a city-dweller.

I dunno, it just seems like you've set out to create some options for barbarians who aren't as outdoors-focused, and failed to take it to it's logical conclusion. I can see your argument though.
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Old 09-04-2015, 05:34 PM   #42
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

I've spent the day recreating a character I've played off and on, through three and a half game systems, on the order of two decades now (how time flies when you're having fun!)

Mrugnak is the fellow that earned me the "Minotaur barbarian" reputation. As he was originally a D&D Barbarian, he fits very nicely as a Rage barbarian (rage powers!)

Mrugnak started his career at level 10, but I decided to shoehorn him into 250 points. He only started at level 10 because of Reasons, he doesn't really need to be some sort of super-advanced character.

Since you can't buy Minotaur out of the discretionary 25 points on the Rage template (and I'm not about to sacrifice my Rage powers, defeats the point), I went with the option that a young Mrugnak sort of coasted in human Barbarian school due to native Minotaur talent (ie, setting attributes to the template level after applying racial modifiers). There's so much overlap between Minotaur and Rage barbarian that this resulted in a sub-250 point character (this happens with regular Barbarians too, if you go this route). I bought power-ups until he was back up to 250 points.

Notably, I also bought a "non standard lens" to make him more like the D&D 3e minotaurs - 4 points for Hooves and the Fur perk (and the zero point feature, ordinary cow tail). Can't wear ordinary footwear or pants, as a result; I'm aiming for Naked Rage as his next major upgrade, so being restricted in Kewl Armor Lewts isn't as big a deal.
Also he's got stonking great piles of natural DR (not yet maxed out!) due to being a Shirtless Savage and a Minotaur, so fie on your equipment. I DID buy him a studded leather skirt for modesty purposes.

EDIT: Erp, meant to put the link in there.
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Last edited by Bruno; 09-04-2015 at 05:38 PM.
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Old 09-04-2015, 05:44 PM   #43
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Now I want to see Seth and Aura
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Old 09-04-2015, 05:59 PM   #44
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Net result: General reaction modifier on sight/smell is -6 (-10 if he opens his yap and they don't like barbarians). He can get up to a +4 to (slightly) offset this if people appreciate that he's a loyal and down-to-earth kinda guy, although most of the dirt is in his fur rather than on the ground where it belongs.

He's pretty well set to camp outside town in a cave, or if he's lucky with a camp of Druids who know him and can get him to stay quiet. Which is hard, he doesn't know when to shut up.

He's got so much equipment because a dwarf merchant spotted the sucker a mile away, and felt no guilt whatsoever about talking him into buying one of everything. He should probably have a helmet lamp because of this, but he doesn't have a helmet to wear it on. Actually, by this logic he should definitely have a helmet lamp, because he's an idiot and bought one.

The original character was definitely Innumerate and about TL 1; he's run out of disad points here. In a non-DF game, I'd take them anyways but in the spirit of DF-ly munchkinism I decided to let them go and hand wave it as "IQ 8".
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Old 09-04-2015, 06:42 PM   #45
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

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Originally Posted by Kalzazz View Post
While were dreaming, DF Low Tech, bringing DF all in line with low tech gear
Me too.......
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Old 09-04-2015, 07:35 PM   #46
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Speaking for myself, I prefer to take mental disadvantages over low IQ for humanoid characters, simply because of the way that skills work.
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Old 09-04-2015, 07:45 PM   #47
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

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Speaking for myself, I prefer to take mental disadvantages over low IQ for humanoid characters, simply because of the way that skills work.
I think it suits the character better to have an average (or even slightly high) IQ and a pile of mental restrictions imposed by disads, but the -2 to IQ comes from the Minotaur template, so I can't trade that around for another -40 points in "stupid" disads just "off the cuff".

If this were for an actual game, I'd ask the GM about that option, since I'm basically making a variant Minotaur anyways with the hooves and fur and whatever. (Should technically have Sharp Teeth, now that I think about it - D&D minotaurs are more like someone dressed a hill giant or ogre up as a bull Anthro).

Something like replace the -2 IQ with "Choose -40 points among the following disadvantages: -1 or -2 IQ, Clueless, Confused, Curious or Incurious, Dyslexic, Easy to Read, Gullibility, Hidebound, Impulsive, Innumerate, Low TL 1-3, Non-iconographic, Short Attention Span."
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Last edited by Bruno; 09-04-2015 at 07:51 PM.
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Old 09-04-2015, 08:35 PM   #48
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Do we finally find out what SM-5 Pixie Barbarians and SM-3 Leprechaun Barbarians can get for their (under)oversized equipment?
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Old 09-04-2015, 08:55 PM   #49
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

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Do we finally find out what SM-5 Pixie Barbarians and SM-3 Leprechaun Barbarians can get for their (under)oversized equipment?
Not unless you're intended to read the SM+1/+2/+3 as relative SM - It's too late at night for me to figure out if that produces sensible results.
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Old 09-04-2015, 10:35 PM   #50
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Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

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Originally Posted by Kalzazz View Post
While were dreaming, DF Low Tech, bringing DF all in line with low tech gear
I would have absolutely no interest in such a change, and it might even reduce the overall utility of DF.
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