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Old 03-19-2020, 03:41 AM   #11
zoncxs
 
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Default Re: Fantasy setting 150 points no disads...

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Originally Posted by AlexanderHowl View Post
My primary issue is that no disadvantages means no dimensions to the character. It becomes a 2D character, as there is nothing really going on below the surface. Of course, everyone does things differently, but it just sounds like it will be a hack n' slash without any RP potential.
This is not true at all. Its all about how you role play your character. Not only that but the GM could, after creating such a character, then ask you to pick one or two disadvantages.

Your character is only "2D" if you choose to play it that way.
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Old 03-19-2020, 07:04 AM   #12
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Default Re: Fantasy setting 150 points no disads...

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Originally Posted by Hide View Post
Get a sling and a long-knife. You will have infinite bullets (stones); the knife is easy to train. Employ the sling against armed enemies, use the knife against unarmed enemies. Make sure you have fast draw and a pouch. If you can, get a large shield.

Get brawling and judo, acquire abilities to fight on unsteady ground and low-light; get a weapon bond (perk) for your weapons.

Buy some skills to navigate and find food and shelter (survival). Also, get skills to make knots, throw stuff other than weapons, to swim and also first-aid.

Buy a flint-stone and a canteen.

Finally (if possible) get combat reflexes, enhanced dodge and weapon master for your weapons.
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Originally Posted by edk926 View Post
Quick question: How many players will there be?

It would work best to coordinate with the other players to insure that the group would have no weak spots.
So far there is a roster of about 12 players. Expect about 5 per session. Only 1 person other than me tried to make a mage. The rest are melee. Some are pretty interesting builds. Quarterstaff master with a fine (cheap cost multiplier for blunt, but uses the damage add for piercing) spiked staff for example...a couple more finesse rogue ish style (fencing) and one who’s trying martial arts.
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Old 03-19-2020, 08:07 AM   #13
AlexanderHowl
 
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Default Re: Fantasy setting 150 points no disads...

Assuming a one-trick pony, you can get ST 12, DX 12, HT 12, Ambidexterity, Combat Reflexes, and Broadsword at skill 22 for 140 CP, leaving you 10 CP for other traits. You can DWA two light clubs at an effective skill 18 and can parry twice per turn at an effective defense of 15. With you will deal 1d+3 crushing damage with a swing and, by lowering effective skill to 16, you can break two legs on the average turn. The build costs $10 of gear, allowing you to invest in decent armor, such as a suit of mail armor.

Traditional mages are more difficult. Replace DX 12 with IQ 12, and ST 12, HT 12, and Ambidexterity with Magery 3. Purchase a spell at 25 for 44 CP, leaving 16 CP for prerequisite spells and other traits. At that point, the character is capable of casting one spell very well.
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Old 03-19-2020, 08:53 AM   #14
Stormcrow
 
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Default Re: Fantasy setting 150 points no disads...

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Originally Posted by zoncxs View Post
This is not true at all. Its all about how you role play your character. Not only that but the GM could, after creating such a character, then ask you to pick one or two disadvantages.

Your character is only "2D" if you choose to play it that way.
Quite right. Mental disadvantages force you to play a certain way and give you bonus character points when you choose to play that way, but nothing's stopping you from playing your character with a bad temper, impulsively, and fanatically if you want without taking the corresponding disadvantages. You won't get character points for doing so, and you can turn it off whenever you want, but you can create a rich, complex character just by behaving a certain way "voluntarily."

That said, there's also no rule that a role-playing game has to be about sophisticated characterization. If you like playing characters without flaws, there's nothing wrong with that. This doesn't even imply hack and slash gaming; you could play non-combat types who don't happen to have any real flaws.
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Old 03-19-2020, 08:10 PM   #15
namada
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Default Re: Fantasy setting 150 points no disads...

Quote:
Originally Posted by AlexanderHowl View Post
My primary issue is that no disadvantages means no dimensions to the character. It becomes a 2D character, as there is nothing really going on below the surface. Of course, everyone does things differently, but it just sounds like it will be a hack n' slash without any RP potential.
It may be a "just roleplay it" situation. Nothing wrong with throwing disadvantages out in that sort of DF game.
Quote:
Originally Posted by rerednaw View Post
So far there is a roster of about 12 players. Expect about 5 per session. Only 1 person other than me tried to make a mage. The rest are melee. Some are pretty interesting builds. Quarterstaff master with a fine (cheap cost multiplier for blunt, but uses the damage add for piercing) spiked staff for example...a couple more finesse rogue ish style (fencing) and one who’s trying martial arts.
A mage with Fireball in a DF game can get a lot of mileage, unless the GM intentionally nerfs your mage. With so many players in the game, I'd reconsider playing one if it were me.
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Old 03-20-2020, 03:36 AM   #16
Michele
 
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Default Re: Fantasy setting 150 points no disads...

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Originally Posted by rerednaw View Post
So far there is a roster of about 12 players. Expect about 5 per session. Only 1 person other than me tried to make a mage. The rest are melee. Some are pretty interesting builds. Quarterstaff master with a fine (cheap cost multiplier for blunt, but uses the damage add for piercing) spiked staff for example...a couple more finesse rogue ish style (fencing) and one who’s trying martial arts.
So after all, the group could make good use of a ranged weapons specialist. If you don't like the trite Elf-with-bow, then consider Thrown Weapon (with at least axes and knives) plus Throwing (for launching anything). Or, if it's a cinematic campaign, Weapon Master (thrown weapons) plus Throwing Art (you can then cause some cinematically high damage with any object you throw).
Add a crossbow (easy to use, high damage, longer range than knives and hatchets for the rare cases, underground, when the range is long).
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Old 03-20-2020, 04:32 AM   #17
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Default Re: Fantasy setting 150 points no disads...

Instead of a trite Elf-With-A-Bow or Halfling-Thrown-Weapon-Specialist, maybe consider a goblin with points in Alchemy and a crossbow with alchemical warhead bolts.
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Old 03-20-2020, 05:04 AM   #18
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Default Re: Fantasy setting 150 points no disads...

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Originally Posted by Michele View Post
Or, if it's a cinematic campaign, Weapon Master (thrown weapons) plus Throwing Art (you can then cause some cinematically high damage with any object you throw).
I'm pretty sure WM and Throwing Art damage bonuses don't stack.
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Old 03-21-2020, 05:34 PM   #19
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Default Re: Fantasy setting 150 points no disads...

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Originally Posted by AlexanderHowl View Post
Traditional mages are more difficult. Replace DX 12 with IQ 12, and ST 12, HT 12, and Ambidexterity with Magery 3. Purchase a spell at 25 for 44 CP, leaving 16 CP for prerequisite spells and other traits. At that point, the character is capable of casting one spell very well.
You'll want the perk to get said spell without prereqs, but there are quite a few spells at Skill 25 that can be awesome to base a character around... but at that point it might just be better to buy an expensive exotic advantage.

Wait, I just noticed Exotic and Supernatural traits are not off limits. That opens a lot of different ideas...
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Old 03-22-2020, 10:35 AM   #20
zoncxs
 
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Default Re: Fantasy setting 150 points no disads...

Here is a mage.

Attributes (70)
ST 10 [0]
DX 10 [0]
IQ 13 [60]
HT 11 [10]

Secondary Attributes (-10)
HP 10 [0]
Will 13 [0]
Per 12 [-5]
FP 11 [0]

Basic Lift 20 lbs
Damage: 1d-2/ 1d

Basic Speed 5.00 [-5]
Basic Move 5


Advantages (65)
Energy Reserve 6 (Magical) [18]
Magery 0 [5]
Magery 6 (2 colleges only, -30%) [42]

Perks (0)


Skill (15)
Climbing (A) DX-1 [1]
First Aid (E) IQ+0 [1]
Hiking (A) HT-1 [1]
Innate Attack (projectile) (E) DX+2 [4]
Knife (E) DX+0 [1]
Staff (A) DX+0 [2]
Stealth (A) DX+0 [2]
Thaumatology (VH) IQ+0 [1] (+3 from magery)
Throwing (A) DX-1 [1]
Wrestling (A) DX-1 [1]

Spells (10)

Fire Spells
Create Fire (H) IQ+4 [1]
Deflect Energy (H) IQ+4 [1]
Explosive Fireball (H) IQ+4 [1]
Fireball (H) IQ+4 [1]
Ignite Fire (H) IQ+4 [1]
Shape Fire (H) IQ+4 [1]

Movement Spells
Apportation (H) IQ+4 [1]
Deflect Missile (H) IQ+4 [1]
Flight (VH) IQ+3 [1]
Levitation (H) IQ+4 [1]
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