07-08-2008, 02:34 PM | #21 |
Join Date: Sep 2004
Location: Medford, MA
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Re: The Complete GURPS Dungeon Fantasy
One of the other things I think is interesting about niche protection are some of the covert values lurking about.
For example. Niche protection dictates that only the face be good at talking to people...that only the Thief be good at picking locks...that only the brain be smart...but everyone is expected to be able to fight even if just a little bit. Why isn't everyone expected to be able to talk to people? |
07-08-2008, 02:38 PM | #22 | |
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 04:34 PM | #23 | |
Join Date: Apr 2006
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 05:33 PM | #24 | |
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Join Date: Oct 2007
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Re: The Complete GURPS Dungeon Fantasy
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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07-08-2008, 06:27 PM | #25 | ||
Join Date: Jul 2006
Location: Fremont, CA
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Re: The Complete GURPS Dungeon Fantasy
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A wizard is plenty sneaky with the invisibility and the locksmith spells, but I'd rather trust the thief who has 20s in those skills and isn't burning fatigue left and right to handle that kind of work. Generally everyone is able to contribute to a scene (regardless if they are fighting or talking to people), but it's just some people are better at certain tasks. (Like the barbarian cleaving the heads off orcs, as compared to the theif who has to get in position to launch his devestating sneak attacks, or the cleric who burning fatigue lob sunbolts.) Quote:
Of course some characters might have disadvantages that prevents him or her from doing this, but that's not really a problem with niche protection.
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Rev. Keith Johnson (keithalanjohnson AT gmail.com) GMing: Savage Frontier (weekly GURPS Dungeon Fantasy) GMing: Promise of Fear (weekly Changeling the Lost) |
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07-08-2008, 07:42 PM | #26 | ||
Join Date: Aug 2004
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 07:46 PM | #27 | |
Join Date: Aug 2004
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 07:50 PM | #28 | |
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Re: The Complete GURPS Dungeon Fantasy
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07-08-2008, 08:46 PM | #29 | |
Join Date: Jul 2006
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Re: The Complete GURPS Dungeon Fantasy
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Each 4th edition power doesn't do anything paritcular for a niche in of itself. But in combination the choice of powers to a classes defines that class niche. Hence the niche a class occupies a emergent characteristic of the colleciton of powers that make up that class. The same for Magic the Gathering decks. Different type of decks have different strengths and play styles because of how the cards interact. GURPS can easily emulate this type of structure. |
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07-09-2008, 08:09 AM | #30 | |
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Re: The Complete GURPS Dungeon Fantasy
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I think we're going to have to "agree to disagree" on this, because it looks like there's a fundamental and irreconcilable difference between our views of the system.
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Rob Kelk “Every man has a right to his own opinion, but no man has a right to be wrong in his facts.” – Bernard Baruch, Deming (New Mexico) Headlight, 6 January 1950 No longer reading these forums regularly. |
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