01-14-2010, 09:30 PM | #21 | |
Join Date: Jun 2007
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Re: GURPS Dungeon Fantasy 9: Summoners
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01-14-2010, 10:39 PM | #22 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Dungeon Fantasy 9: Summoners
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Ghostdancer
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01-14-2010, 11:12 PM | #23 | |
Join Date: Aug 2004
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Re: GURPS Dungeon Fantasy 9: Summoners
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Additionally, a short list of Power-Ups for each new profession adding a few "advanced" abilities that aren't available in character creation or unhinging an attribute important to that class would add something for players to strive for.
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01-15-2010, 01:58 AM | #24 | |
Join Date: Aug 2004
Location: U.K.
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Re: GURPS Dungeon Fantasy 9: Summoners
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As for power-ups; given their penchant for binding squads of supernatural allies, and their access to powers, anybody who can't already see uses for as many extra points as these characters can vacuum up, making them appropriately more powerful and flexible, isn't trying and should go back to playing a fighter.
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01-15-2010, 06:07 AM | #25 | |
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Re: GURPS Dungeon Fantasy 9: Summoners
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On the other hand, multiclassing Lenses will get out of hand, now that there are 17 rather than 11 classes. We're talking 272 possible combinations (if my "math" is correct, which it may not be, since I'm a bit stressed these days), thus 162 new cominations in addition to the 110 (if my "math" is correct) combination Lenses given in DF3. Not only that, but Kromm also won't charge full page price for such content, and so there's less incentive for him to write it in the first place. Overall I was very pleasantly surprised with DF9, relative to DF7, though. Lots of crunchy bits there (just no kewl upgrades for Summoner templates, as you say). The upgrade Lenses for the elementals are a bit confusing; it isn't clear to me if they can all be stacked or if I'm supposed to only ever take any one, and they all appear specific, without any "same, except more powerful overall"-type Lenses available. Beyond that I also have a lot of other quite minor issues (nothing like with DF7), but I'm reluctant to voice them yet, not having read the entire PDF properly. |
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01-15-2010, 06:55 AM | #26 |
Join Date: Feb 2007
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Re: GURPS Dungeon Fantasy 9: Summoners
Absolutely superb. Bravo!
My only concern is that so much of this material is useful outside of a DF campaign. In particular, most fantasy campaigns are liable to benefit from the material in this book.
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01-15-2010, 07:00 AM | #27 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS Dungeon Fantasy 9: Summoners
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Non-DF campaigns should probably enjoy a more personal approach than the biscuit-cutter provided by DF (speaking solely based on my mild exposure to earlier DF supplements). |
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01-15-2010, 07:26 AM | #28 |
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Re: GURPS Dungeon Fantasy 9: Summoners
I think that the DF books are in general a lot more useful outside of the DF genre than they let on. Though not completely ready for use outside of DF, the templates can get one most of the way there to create relatively high-point characters; the monster, ally, and summoned entity descriptions in DFs 2, 5, and 9 are well-statted enough to serve as opposition at the very least and often as a strong basis for more fully fleshed characters; and the vast majority of DF8 can be used as-is, generally only requiring a few price tweaks to fit into other fantasy campaigns, and DF6 at least provides an interesting catalog of items the GM might want to introduce.
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01-15-2010, 07:36 AM | #29 |
Join Date: Feb 2007
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Re: GURPS Dungeon Fantasy 9: Summoners
This is true, but not everything in DF is is biscuit-cutter material. For example, the four magic powers in DF 9 could be useful in a wide variety of campaigns, either directly lifted from the book, or tweaked.
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01-15-2010, 11:38 AM | #30 | |
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Location: Southeast NC
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Re: GURPS Dungeon Fantasy 9: Summoners
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After a quick check it seems like the Druid based lenses are the best fit, with Cleric-Druid serving for the <X>-Druid crossovers. Yay! Necromancer-Holy Warrior!
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