02-09-2021, 10:42 AM | #31 | ||
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: You enter a portal and gain 25 Character points.
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I know quite a few "showpeople." The number of takes needed to shoot a YT video, or a scene in a TV episode or film, is staggering. In effect, all that stuff gets +5 from taking the maximum amount of extra time – and usually +1 or more extra for each of helping hands, cooked props, and a set stage. This is why so many people with Dancing-9 think they have Dancing-14 or better . . . "Oh, but it went so well in class!" Yeah, the one time in 20 you tried it and it worked, under classroom conditions, with a partner who had a vested interest in making it work. Quote:
Which is to say: You're right in dungeon fantasy, but not in classic sword-and-sorcery fantasy.
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02-09-2021, 11:01 AM | #32 |
Join Date: Jun 2013
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Re: You enter a portal and gain 25 Character points.
I'd be hesitant to reach to magic, assuming the world operated using GURPS' default system. While it's possible I have sufficient IQ/Relevant Talents to give me a leg up, the fact it's as hard to do normally as it is when you've got an army of orcs barreling toward you (it doesn't get TDM's) and the nasty Critical Failure results would scare me away. For example, let's think about RedMattis' Test Food-9. Assuming on average you need to test one meal a day (the others you can vouch for as being fine), that's 365 meals in a year. With a 37.5% success rate, that's a bit over 970 castings in a year (assuming you keep casting until you succeed). With a 1.85% Critical Failure Rate, that's around 18 Critical Failures per year - 1.5 per month. Now, I realize summoning a demon and similarly-horrible results are fairly rare, but I'd imagine there are some pretty awful things that are likely to occur at least once out of 18 attempts (anything with a ~3.8% chance of occurring on any given Critical Failure has a 50% chance of occurring at least once with 18 of them in play, so any result from 5 to 16 has a pretty good chance of happening).
Magic-as-Powers would be fine, although something like Sorcery (which has a fairly significant buy-in cost) might be a bit out of reach at first. RPM I'd be similarly hesitant about; I don't know enough about the other systems to comment.
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02-09-2021, 11:07 AM | #33 |
Join Date: Sep 2007
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Re: You enter a portal and gain 25 Character points.
I guess part of it is if you want to optimize to become an adventurer or if you want to optimize to become a happy & productive villager.
The latter actually sounds pretty nice, and if the premise allows improvement via study then you might add a few points over time without necessarily risking your neck overmuch. Heck, you could probably split the difference a bit if you're canny about what kind of adventuring crew you join up with. I'd go with a modified healer like you've got. Magery 0 [5] Magery 3 (song -40/day -40)[8] I don't think this is overly cheesy at all. Dropping magery by 1 because... well you're a small time wizard. That 15 skill breakpoint is great for the energy savings, but those two extra points can get you some key spell versatility. You're still good at spells, just be more conscientious about your energy use. 14 points for spells Lend Energy-12 [1]; Lend Vitality-12 [1]; Minor Healing-12 [1]; Major Healing-11 [1]; Relieve Sickness-12 [1]; Cure Disease-12 [1]; Recover Energy-12 [1]; (removed stop bleeding, obfuscated by minor/major healing and I actually do know first aid; halt aging isn't useful for a while, neut poison requires strong supporting skill to work well.) 7 healing spells 7 left seek water [1], purify water [1], test food [1] - Now we can ensure clean water and food for ourselves and friends. 4 left ignite fire [1] - So darn useful for living without electricity Inspired creation [1] - I'm a hobbyist that's good enough to sell the odd piece, so this could cement me as an able craftsman or easily support another local crafter and ensure another avenue of employment. Well supported with the healing spells. create fire [1] / shape fire [1] - Now we're a firefighter! Also useful while adventuring. Alternatively, we can start setting ourselves up for an elementalist path. Water is already set up (seek/purify) Fire: Ignite fire [1] Air: purify air [1] Earth: Seek earth [1] That last point is a toughie, because shape earth is world-breaking (literally and figuratively) and create/shape fire is really useful for adventuring. Probably go with shape earth to make life easy, because your adventuring bread and butter is going to be healing and not trying to shove a campfire on top of a goblin. |
02-09-2021, 11:09 AM | #34 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: You enter a portal and gain 25 Character points.
I'd have my doubts about beating dungeons for those additional 25 points, so I suspect something like Serendipity (though the meaning of 'game session' is undefined) might work out the best.
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02-09-2021, 11:20 AM | #35 | ||
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: You enter a portal and gain 25 Character points.
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Aside of the demon the other results are fairly harmless. Even 1d6 of injury isn't going to do me in unless I was already injured, and I'm a healer anyway, so I can fix that as soon as I get my FP back. Quote:
Besides, you might also get detected by the mage-hunters for being a dangerous cross-worlder. In that sort of setting you probably won't get free cultural familiarly and everyone speaks languages you don't understand. Though it was according to OP "Generic Fantasy", which usually isn't quite that dark, so probably you'll be fine as long as you're useful and harmless enough.
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02-09-2021, 11:25 AM | #36 | |
Join Date: Sep 2007
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Re: You enter a portal and gain 25 Character points.
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As for getting greased by some 200-point villain who's got it out for you... that'll happen no matter what, we're only working with what 50-75 points TOTAL depending on the person? The other interesting part of the prompt that kinda makes the larger assumptions about the world kind of important is that it's not "make yourself as a character, add 25 points and let's play a game of GURPS!" where setting up for adventure would absolutely be what I'd do. It's more of the You-you going through the portal and having the option of picking up some potentially supernatural abilities that we're describing using GURPS-isms, but I would avoid thinking about them being used explicitly as GURPS mechanics. So to that point, I'd probably want what I want now, which is a fulfilling and peaceful life without worry for health, comfort, and food. That's why I lean towards the utility magic, and that RedMattis' point of healing magic being so important. It removes a lot of the problems of a low-TL life and gives you the opportunity to enjoy things. Yeah, I could be an adventurer, but honestly I think I'd use inspired creation now and then to make a really great cabinet and recover with the healing magic. Travel a bit, meet new people, maybe help clear out a local dungeon that's causing problems but otherwise... enjoy life. edit: also it assumes that this world's GM uses critical failures, which is not a universal trait of GM's (I don't myself unless it's particularly dramatic) Last edited by Polkageist; 02-09-2021 at 11:29 AM. |
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02-09-2021, 11:35 AM | #37 | |||
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: You enter a portal and gain 25 Character points.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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02-09-2021, 11:50 AM | #38 |
Join Date: Feb 2016
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Re: You enter a portal and gain 25 Character points.
Honestly, if I had to choose, I would go with the +25 CP to buy off my Bad Sight and Chronic Pain. A 50 CP character would be a massive reduction in capabilities for me because, quite frankly, I am significantly above average. In general, I believe that is true for most people who are older than 25, as education and experience have graced them with better capabilities (though many of them would be useless in a low tech world).
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02-09-2021, 11:51 AM | #39 | |||
Join Date: Jun 2013
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Re: You enter a portal and gain 25 Character points.
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Once you've accomplished that, then you retire and live as a happy and productive villager. Quote:
Of course, the party concept opens some other paths - you needn't be an exceptional solo delver (or even combat-capable at all, given appropriate support abilities) if you can party up with some friendly folk at the local adventurer's guild. Is that something we can expect to be a thing here (that is, would that be part of the knowledge we get about the world before spending our [25])? Quote:
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02-09-2021, 12:01 PM | #40 |
Join Date: Sep 2007
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Re: You enter a portal and gain 25 Character points.
Yeah, inspired creation costs health and energy but is itself without any prereqs. It's costly, but a good spell to grow on especially if you can partner with a craftsman early on. Even one-day projects can be lucrative until you hoover up enough resources to extend your capabilities. A local blacksmith can turn out a knife in a day easily, and you can make his recovery much more tolerable with the healing.
I see your point with halt aging, and it is a nice thing to have handy especially if tracking down a teach is tough. Healing just eliminates so many problems, AND makes you useful to an adventuring party. It's important to remember that you won't be solo'ing dungeons anytime soon, so make good friends! Sure, the Ally advantage is there but you can also go out and make allies. But I digress. Ok, so if I don't really want to be an adventurer I'd probably go with something like this: 5 - magery 4 - magery 2 (song/day) 9 healing spells body reading, lend energy, lend vitality, recover energy, minor heal, major heal, relieve sick, cure disease, halt aging 7 other seek water, purify water test food seek earth, shape earth ignite fire inspired creation Long life, easy living |
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