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Old 10-23-2012, 05:41 PM   #1
shkspr1048
 
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Default Dungeon Fantasy/Monster Hunter Powers in Standard Games

Would the powers out of Dungeon Fantasy and Monster Hunters unbalance more traditional games (if such things exist in GURPS)?
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Old 10-23-2012, 06:06 PM   #2
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

I don't think so. I'd certainly allow them, especially that nifty Pickaxe Penchant talent.
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Old 10-23-2012, 06:31 PM   #3
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

I've allowed them. For the most part they're built from abilities in other books and balanced and play tested so I see no reason why not. I'm about to import RPM into an Elder Scrolls game for example.
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Old 10-24-2012, 04:09 AM   #4
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

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Originally Posted by shkspr1048 View Post
Would the powers out of Dungeon Fantasy and Monster Hunters unbalance more traditional games (if such things exist in GURPS)?
I don't think so. Perhaps the species Talents, because some or all of them may be too sweet for a realistic campaign, but all the other traits are built according to the RAW, so if you accept that GURPS point costs are inherently balanced, then no, they won't unbalance your game.
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Old 10-24-2012, 06:55 AM   #5
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

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I don't think so. Perhaps the species Talents, because some or all of them may be too sweet for a realistic campaign, but all the other traits are built according to the RAW, so if you accept that GURPS point costs are inherently balanced, then no, they won't unbalance your game.
Pickaxe Penchant is fine. Forest Guardian is not. Every scout-type character in the world will want Stealth, Camouflage, Bow, Fast-Draw Arrow, and Survival. To be able to raise them all for 5 points is way too cheap.
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Old 10-24-2012, 08:15 AM   #6
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

Similarly, Craftiness (DF11.35) is a little too sweet for my taste, but I'm considering a ban on all 5-pt Talents in future games anyway.
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Old 10-24-2012, 08:47 AM   #7
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

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Similarly, Craftiness (DF11.35) is a little too sweet for my taste, but I'm considering a ban on all 5-pt Talents in future games anyway.
Why not just raise their cost a little?

Raising the cost is always preferable to "banning", to my mind. Otherwise I wouldn't be a fan of Unusual Background.
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Old 10-24-2012, 08:50 AM   #8
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

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I've allowed them. For the most part they're built from abilities in other books and balanced and play tested so I see no reason why not. I'm about to import RPM into an Elder Scrolls game for example.
Yummy. I hadn't really given much thought to GURPS Elder Scrolls since MH was released, but it is a good fit.
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Old 10-24-2012, 08:56 AM   #9
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

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Pickaxe Penchant is fine. Forest Guardian is not. Every scout-type character in the world will want Stealth, Camouflage, Bow, Fast-Draw Arrow, and Survival. To be able to raise them all for 5 points is way too cheap.
Not as much in a modern game.
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Old 10-24-2012, 11:02 AM   #10
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Default Re: Dungeon Fantasy/Monster Hunter Powers in Standard Games

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Pickaxe Penchant is fine. Forest Guardian is not. Every scout-type character in the world will want Stealth, Camouflage, Bow, Fast-Draw Arrow, and Survival. To be able to raise them all for 5 points is way too cheap.
In DF they're both are limited to racial templates, which is usually seen as an allowable way to break the suggestion to not include combat skills in templates. I'd simply require the same thing in a more general game.
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