10-18-2011, 06:38 PM | #51 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: [DF] Maximum Skill Levels?
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10-19-2011, 01:40 AM | #52 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] Maximum Skill Levels?
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As for caps on the skills, I feel that not having caps greatly devaluates weapons enchanted to provide bonuses to hit or parry. Remember, even capped to stat+10, a knight or swashbuckler could have DX 20, a Grace 5 amulet, and an accuracy +3 Balanced weapon bonded weapon, for a total skill of 40. If he had access to a racial talent that gave bonuses to weapon skills, such as pickaxe penchant for dwarves, he could get an extra +4, and any racial atttribute bonuses are on top of this. He could also dip into Cleric or Holy Warrior, and get Blessed (Heroic Feats) for a cheap +1d to DX, and if he started a Holy or Unholy warrior, he could get up to +2d to ST, DX and HT, so a Dwarven Holy Warrior/Knight could eventually have axe/mace skill 56 (DX 20+Pickaxe Penchant 4+Blessed (Heroic Feats) giving +12 DX+Grace 5+Balanced+skill at DX+10+Weapon Bond+balanced+Accurace 3). It's just not a question of simply tossing points into the skill. You have to work for it. Oh, and I haven't included consumable bonuses like potions, that you can stack on top of that. Casters can't benefit from Wisdom to raise their spell levels. In fact, bonus hunting for them is rather harder. They're limited to stat+talent (counting Magery/Power Investiture/etc as talents)+points in skills. Items don't usually give bonuses to spells. Energy is too capped. If you read the templates strictly, the best a human wizard could get would be 90 (HT 20+10 extra FP+ER 20+Power Item 40) before he needs to start chugging paut, and while DF Paut isn't restricted to HT points per day, as per Thaumatology, it can't be used before casting, for some extra juse. You can also burn HP for the spell, and at that level, an extra 10 points for a round 100 energy isn't out of question. Again, I aim to replicate the feeling of old school dungeoncrawling, and in the old school days, semi-arbitrary caps were found everywhere, and that led to the search for the items that "gave the most pluses". That's what I want to emphasize. Oh, and Greater Wish spells can give bonuses that put you over the caps. It's just a question of carefully looking for pluses. |
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10-19-2011, 06:00 AM | #53 | |||
Join Date: Jun 2006
Location: Spain —Europe
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Re: [DF] Maximum Skill Levels?
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One of my points here is that while of course I like epic challenges, I like to keep a degree of soberness in the game too :) —even if it's GURPS Dungeon Fantasy. Quote:
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And not fostering at all rounded character development by fostering instead the investing of tons of points into a very small set of uncapped skills —or even a single one— is also another concern for me, already raised in earlier posts. Just my view on the subject.
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10-19-2011, 08:28 AM | #54 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [DF] Maximum Skill Levels?
It seems to me that, even allowing for the Rule of 20, DF characters with DX20 or IQ20, which rules capping a skill at Stat+X will encourage (in order to maximise their primary skills) will be very 'well-rounded' off defaults. In fact, quite likely more well-rounded than one might want, especially once they throw a single point in each skill they almost-care-about, leaving them with many points with which to further break their characters.
Frankly, I'd prefer to deal with characters with 1-3 very high skills than the total polymaths with broken bits putting those points into stats will tend to bring (and with my players, that's where those points would go, once one of them did the maths).
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10-19-2011, 10:36 AM | #55 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] Maximum Skill Levels?
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10-19-2011, 10:36 AM | #56 | ||||||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Maximum Skill Levels?
Re: extra Magery
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Whereas I would agree with your argument if elves could get a racial Energy Reserve 20 or FP +10. That would make much more of a difference in actual effectiveness, as wizards are played in GURPS. Quote:
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You're also putting most of the eggs in the "gear" basket, which is again fair but not what DF is assuming. Casters with, say, FP 24 and ER 20 don't especially need gear; they're dangerous without it. Martial artists, mentalists, and other power-users are in the same boat. Warriors are in a sense already a bit nerfed by having minimal utility abilities next to these other types. In essence, warriors fight and that's it. Nerfing them more by having their main source of effectiveness being gear, not innate ability, is a valid play style, but not the one DF assumes by default. By default, a swashbuckler (for instance) is meant to be deadly with any old rapier or shishkebab skewer he picks up. Quote:
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An alternative is to limit absolute skill level, but that's innately silly. Telling both a DX 12 wizard and DX 16 swashbuckler that they're limited to skill 20 or 25 leads to the illogical conclusion that the dedicated warrior can have less relative skill at fighting than the dedicated caster. That's also out of whack with old-school dungeon-crawling, where a wizard is always less capable at fighting than a warrior. When the wizard reaches DX+5, you'd really expect the warrior to be at DX+10 or more, but that doesn't work if they're both limited to some absolute cap. Fundamentally, uncapping combat skill levels extends niche protection to warriors. If there's a hard cap – on relative or absolute level – then sooner or later, given enough points, everybody who gets in a fight will attain that level. Gear bonuses are a red herring, because everybody can use and benefit from gear; indeed, casters get more out of gear, because it gives them "adequate" skill without investing points, and a nice power item to boot. Magic bonuses are likewise a red herring, because everybody can benefit from those as well, and casters can cast on themselves whenever they like, including on the turn after the party is hit by a big debuff, or when the warrior is 20 hexes away having a fight, and thus at -20 to cast on. If there's no combat skill cap, though, then casters will eventually stop spending points here because they can get what they need from gear and magic, while warriors who can't count on buffs and always having their stuff will continue to improve. — One last time, please note that I am not trying to be confrontational! I'm simply trying to give an answer that agrees with what DF actually assumes and is doing, so that those who aren't, say, Kuroshima or demonsbane won't be blindsided by the contents of current or future works. I can almost promise that sooner or later, some adventure or monster will assume a PC with skill 30 or 40, and that some power-up will give casters hundreds of energy points. DF doesn't assume a "level cap." Along the way, I'm trying to share 25 years of GURPS experience, which includes these observations: (1) skill caps lead to attribute inflation, (2) casters with energy are scarier than casters with skill, and (3) gear often detracts from niche protection but rarely promotes it. Typically, you're better off letting fighters get an early lead on combat skill and widen it as fast as they can. In the long run, it will leave them more of a role in the campaign. Otherwise, they'll either broaden so much that they push skill-based "utility" characters like rogues out of a niche, or they'll end up without a distinctive niche at all. Really, their niche is defined as "ridiculously good at hitting targets, buffs and gear being equal."
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10-19-2011, 11:42 AM | #57 | |||||
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] Maximum Skill Levels?
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As for the skill, well, many spells are limited by having multi-second casting times. Great Haste suddenly looks much nicer when you can cast it in one second, at skill 25! Flesh to Stone becomes castable in a second at skill 20! More importantly, Dispell Magic on a 1 hex area becomes a 1s cast at skill 25! One other thing to remember is that huge skill also allows for bigger spells to be maintained at no cost: Shield spell is the first thing that casters in my game cast each morning, at a level they can maintain for no cost, often on the whole party. Finally, huge skill allows for more spells to be maintained at once, by soaking penalties for multiple spells one, and GURPS Magic excells at acting as a force multiplier instead of a main tool, so in my experience these are the worst offenders. Mind you, skill 25 also allows Delay to be maintained at no cost, and so having huge spells available is just a matter of casting Delay each morning, coupled with your biggest baddest spell. You've got the skill to soak the -2 penalty for two spells on. Hell, you've got the skill to have multiple such effects. Mind you, I agree that missile spells are not to be used in DF, and that's something that saddens me a lot, because few spells are as iconic as the Fireball. Damage dealing magic just doesn't work in DF. You're much better off with spells that take an opponent out of the fight on a failed resistance roll (from now on, 'Save-or-Die spells') Quote:
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Mind you, what my players are investing heavily is in armor. Enchanted dragonhide leather (made from the corpse of a slain dragon) is quite popular in fact. Hell, the dragonhide part is more popular than the enchanted part. The most desired enchantment is Lighten, due to the fact that it allows them to carry more gear! BTW, the fnords will go away tomorrow, if I remember to edit them for those that are not in the know. I assume that Kromm is in the know though. Quote:
Reached post length limit, will continue in the next post. Last edited by Kuroshima; 10-20-2011 at 11:37 AM. Reason: FNORDs out |
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10-19-2011, 11:44 AM | #58 | ||||||
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] Maximum Skill Levels?
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Oh, and FYI, in my games, the character with the highest weapon skill and the highest DX is the swashbuckler catgirl, with DX 16 and Rapier 26. If you disregard the racial DX bonus, it means that she has stat at 10+x/2, and skill at stat+x... No caster has a weapon skill at stat+5 either (they have stat+4, and loads of ways to get defensive bonuses) Quote:
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Oh, and did you like the [FNORD]? Last edited by Kuroshima; 10-19-2011 at 04:05 PM. |
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10-19-2011, 04:42 PM | #59 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [DF] Maximum Skill Levels?
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I expect a real weapon master to be able to stab someone in the eye when that person is behind them, in total darkness (so only located by sound), while on bad footing and in a storm. The issue here for the weapon master should be hearing the guy come up behind him, and possibly the cap on wild swings if he can't find a way round it, not being able to land an awesome hit.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-19-2011, 04:46 PM | #60 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [DF] Maximum Skill Levels?
IF you're throwing round -10 to -15 penalties, why will it not matter? Also, as I recall there are caps on ER (I could be wrong, of course), in which case this is only relevant at point range where the human mage can't yet afford that 10 ER.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
Tags |
challenge, dungeon fantasy, kromm explanation, skill levels |
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