08-17-2014, 04:05 AM | #11 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: DF: Racial lenses mandatory; standardized
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08-17-2014, 04:07 AM | #12 |
Join Date: Nov 2009
Location: Oregon
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Re: DF: Racial lenses mandatory; standardized
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08-17-2014, 04:08 AM | #13 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: DF: Racial lenses mandatory; standardized
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08-17-2014, 04:14 AM | #14 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: DF: Racial lenses mandatory; standardized
Is this a DF thread? This would make more sense to me if it was a 50 point lens for humans that included Human [0] plus 50 points in humany stuff and a 50 point lens for Dwarfs that includes Dwarf [20] plus [30] in dwarfy stuff.
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08-17-2014, 04:25 AM | #15 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: DF: Racial lenses mandatory; standardized
That's essentially what this is, but the mandatory "Dwarf" traits he's got are ST +1, IQ +1, and Deep Expertise 1.
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08-17-2014, 11:56 PM | #16 | |
Join Date: Sep 2008
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Re: DF: Racial lenses mandatory; standardized
Quote:
Maybe this is a solution to a problem that exists only in my head, though. |
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08-18-2014, 12:09 AM | #17 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: DF: Racial lenses mandatory; standardized
Quote:
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08-18-2014, 12:10 AM | #18 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: DF: Racial lenses mandatory; standardized
One of the issues you will run into is that certain racial templates won't mix well with certain character templates no matter what you do. If you take Halfling (ST-3) and try to pair it with most any combat template (Knight, Swashbucker, even Martial Artist) the two just won't work together and will require further reworking of the character, which means more point juggling and less "just take one of each template and get on with it." Similar problems persist no matter the combination of Race and Character template, though usually to a lesser extent; any racial template which might have a minus to ST or DX has repercussions to combative character templates; any race with IQ penalties significantly affects all caster templates; any race with Magery automatically affects the point cost of the Wizard due to overlap; etc., etc., etc.
The only way around it is to take away the attribute bonuses, and maybe some of the characteristic advantages and disadvantages, but then you are essentially turning the racial template into a rubber mask with no real meaning. I'd toyed around with this idea, of re-tailoring the racial templates to have a specific cost (I was thinking of going for 25 for most, 50 for a few), but no matter how I looked at it I never found a mix that I liked. It always requires player and GM action to mesh the racial template with the character template, and if it's going to require active intervention anyways then rewriting the templates gains you nothing unless you really just want to rewrite the templates. The only idea I had that meshed well was to create individual racial templates for each character template cross-over, similar to the Mixed Profession templates from DF3, where you would have an Elf-Knight template which would be slightly different than the Elf-Wizard template. This basically front-loads the intervention required for each combination and results in a *LOT* more work for the poor GM.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 08-18-2014 at 12:15 AM. |
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