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Old 01-17-2010, 12:09 AM   #61
sir_pudding
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Default Re: GURPS Dungeon Fantasy 9: Summoners

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Originally Posted by Rev. Pee Kitty View Post
especially if he spent the extra 150 points on Allies.....
Wait, do NPCs pay for Allies? Was this ever FAQ'd?
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Old 01-17-2010, 12:27 AM   #62
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Default Re: GURPS Dungeon Fantasy 9: Summoners

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Wait, do NPCs pay for Allies? Was this ever FAQ'd?
As long as they aren't allies of the PCs, I don't see why not.
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Old 01-17-2010, 01:11 AM   #63
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Default Re: GURPS Dungeon Fantasy 9: Summoners

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Wait, do NPCs pay for Allies? Was this ever FAQ'd?
Yes they do, when appropriate.
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Old 01-17-2010, 01:14 AM   #64
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Default Re: GURPS Dungeon Fantasy 9: Summoners

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Not a big deal if HP and/or FP >10 and you're casting a spell which heals MUCH more HP than that (so the off-healer can patch you up later).
It's a used healing effect on the character, out of a limited number of uses per character per day.
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Old 01-17-2010, 01:15 AM   #65
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Default Re: GURPS Dungeon Fantasy 9: Summoners

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Demonologist and necromancer are both class "bad guy occupations", so I see where you're coming from there. But it's possible for both to be decent folk -- I once played a very good necromancer who focused mainly on spirit spells. Anyway, even if they're kind of nasty in conception, there's nothing stopping one from having an evil party; heck, DF3 even went out of its way to create the Evil Cleric and Unholy Warrior.
Is it possible he's talking about the templates for summoned creatures, rather than the PC "class" templates? Some of those summoned creatures are built on a lot of points.
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Old 01-17-2010, 01:39 AM   #66
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Default Re: GURPS Dungeon Fantasy 9: Summoners

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It's a used healing effect on the character, out of a limited number of uses per character per day.
Yes, and? The off-healer should not waste her limited number of uses outside the direst circumstances, unlike the main healer. (That being said, I suspect Scholars are off-healers, not main healers, too.)
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Old 01-17-2010, 02:40 AM   #67
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Default Re: GURPS Dungeon Fantasy 9: Summoners

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Demonologist and necromancer are both class "bad guy occupations", so I see where you're coming from there. But it's possible for both to be decent folk -- I once played a very good necromancer who focused mainly on spirit spells.
Please also see the Customization Notes for each of the templates, which I deliberately designed to provide lots of ideas for (relatively) good-guy versions. A dungeon-bashing Rupert Giles can be built on the Demonologist template (unless he's actually a wounded dwarf with the mystical strength of a doily, of course), or Abraham Van Helsing could just about be a Necromancer.
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Old 01-17-2010, 02:58 AM   #68
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Default Re: GURPS Dungeon Fantasy 9: Summoners

Concerning the Elementalist: Does anyone else suddenly have a nostalgic longing for the Rolemaster Elemental Companion? I feel tempted to dig it up and try to convert all those dozens of whacky elements...
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Old 01-17-2010, 03:23 AM   #69
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Default Re: GURPS Dungeon Fantasy 9: Summoners

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Concerning the Elementalist: Does anyone else suddenly have a nostalgic longing for the Rolemaster Elemental Companion? I feel tempted to dig it up and try to convert all those dozens of whacky elements...
No, but it does make me remember the tongue in cheek Cheese college complete with its own elemental and breath jalapeno queso for burning damage spell.
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Old 01-20-2010, 09:09 PM   #70
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This is one of the best DF books so far. But of course I have one comment. If I were to have written the books I would have used Power Investiture for the Demonologist, Elementalist and Necromancer. The reason is because it would be more simple and straight forward. I would say that the person with the Power Investiture would be able to control the spiritual energies that control their sphere of influence. For example, the Demologist would control the spiritual energies that control demons so that in areas that were unholy or with a lot of evil going on then the demonologist would have bonuses to their castings while in places that are holy he/she would be at a disadvantage. For an elementalist the same would be true. Fire spells would be cast at a bonus in places with a lot of fire while at a penalty in places with a lot of water. The elementalist would control the spiritual engergies that control the elements. The necromancer would be at a bonus in casting spells near burial grounds or places of death while at a penalty in places of life. The necromancer would control the spiritual energies that control death.

Further I would have some option for stacking powers in the same spells are known with different power systems. For instance if a person knows Summon Demon using Magery and also with Power Investiture (Demon) then there should be a way to use both mana and the spiritual energies that control demons to make an even stronger spell. Maybe even Power Investiture (Unholy) could add unholy divine energy to help boost the spell Summon Demon even more.

My two cents...
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