08-27-2010, 01:11 AM | #41 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Re: GURPS Dungeon Fantasy 12: Ninja
Quote:
* All nearly martial based templates include one extra level of Extra Attack in their powerup, that is to say: Barbarian, Holy Knight, Knight, Swashbuckler and Scout. The Martial Artist gains Altered Time Rate instead, and already gets Extra Attack 2 available via Chi Mastery. The only one that is missing the option for an extra attack is the Unholy Warrior, and now the Ninja. The only glaring omission is the Unholy Knight though. It might even be errata-worthy in fact, but it also might be intentional - though with DF3, since they get no specific Power Up, I would think that they get the Holy Warrior, but with the adjustments from p. 27, thus giving them access to it. |
|
08-27-2010, 04:38 AM | #42 |
Join Date: Jan 2006
|
Re: GURPS Dungeon Fantasy 12: Ninja
Kudos on DF:Ninja. Lots of fun stuff there! I agree with everyone else that it really succeeds in making Ninja separate from other classes. I bought it even though I didn't think I would have use for ninja characters at this time, and I don't regret that a bit!
I have three comments about things that are not totally clear to me. None of this is really a problem. * Prerequisites with plusses I find what seems to be to be unnecessary "+"'s confusing when prerequisites for the Ninja Abilities are listed. Lethal Weapon for instance has "Ninja Talent 3+" (with plus) and "Ninja Tools 2" (without plus) among its prerequisites. Of course having "Ninja Tools 3" is no hinder, so what does the "+" really signify? Wouldn't just "Ninja Talent 3" mean the same? The reason this becomes confusing (to me) is because then I guess that "Mind Shield 1+" being the prerequisite for "Ninja Talent 1+" could just mean that "NT 1" is enough for any level of MS (which I would prefer to have seen as "MS 1" being the prerequisite). Otherwise I would assume this was shorthand for MS 1 having NT 1, MS 2 having NT 2, MS 3 having NT 3, etc. This also applies to the prerequisites for Ninja Tools 3+. If just "Ninja Talent 2" is meant, that would have been clearer to me. * Ninja Tools with climbing spikes Climbing spikes are given as an example to use with Ninja Tools, but actually they weigh so much that only a really strong Ninja would be able to do this. No problem, the Climbing Spikes in DF1 are for hands and feet, so it's really four objects. Then two of these four ought to be able to get, and with two Ninja Tools you should be able to get the whole set, right? * Own no more than can be carried I see some tension between this vow and that ninja with lots of Ninja Tools will want to buy lots of stuff that they don't carry around. When Ninja Tools is used it turns out what particular items was actually carried, but the rest is still in a cache somewhere? It's probably best not to think much about that, but how should the vow be enforced mechanically? If a ninja has paid for lots of stuff to use as Ninja Tools, is it enough if he could carry them all with extra-heavy encumbrance, even though he never would dream of actually going around with that much encrumbrance? In that case it shouldn't pose much of a problem, since he still could have bought about 100 items to be used as Ninja Tools. (100 items at maximum Tool weight is approximately his extra-heavy limit. He will have some other equipment as well, but then many Tools will weigh less.) |
08-27-2010, 05:01 AM | #43 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
|
Re: GURPS Dungeon Fantasy 12: Ninja
Quote:
Just read the pdf, and it's really very nice. I can't wait to drop a ninja or two in our spacepunk game, where the weird ninja abilities will likely be based on cybertek and low-level psionics, as well as on pure cinematic badassery. That will teach 'em to take powerful Enemies! Mwuarhar!
__________________
Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
|
|
08-27-2010, 05:20 AM | #44 |
Join Date: Oct 2005
Location: Göttingen, Germany
|
Re: GURPS Dungeon Fantasy 12: Ninja
Really awesome DF-Volume!!!
I'm looking forward to the first encounter with a Ninja-Barbarian-Dwarf... *g* |
08-27-2010, 05:29 AM | #45 | ||
Join Date: Sep 2007
Location: Arkham Asylum
|
Re: GURPS Dungeon Fantasy 12: Ninja
Quote:
Quote:
Also, did anyone get the impression of Ninjas "cooking the books" as it were, so that they always spent their money/budget? I know I did, "Well, I could give my clan that last $100 I have . . . or I could get two Storm Shuriken!!!"
__________________
Jazama Pajama Pajama Shimera Kazam Imera Imera Kazam Pajama Shimera Kazam Pajama Pajama! Check out my blog, Ambro's Brainwaves Pretend you have telepathy, read my thoughts! |
||
08-27-2010, 06:08 AM | #46 | |
Join Date: Jan 2006
|
Re: GURPS Dungeon Fantasy 12: Ninja
Quote:
In particular after extreme cases of extra equipment like you're talking about. (I think I would allow a horse fwiw. Sure, it can't be carried, but that's not needed anyway, and it might be something needed for missions. But I wouldn't let the horse carry more than its own gear in the vow calculation. (Even though B161 puts "own no more than your horse can carry" at -10!)) |
|
08-27-2010, 06:27 AM | #47 | |
Join Date: Aug 2004
Location: U.K.
|
Re: GURPS Dungeon Fantasy 12: Ninja
Quote:
Being a summoner-type character is a full-time job and commitment, and tends to suck up points accordingly. Trying to get into one of those classes with less than the full point investment is likely a bad idea. Plus there's a whole load of tricky stuff with flavours of Magery and pseudo-Magery and so on. (Cross-classing out of a summoner class into a non-magical class might be feasible; just pinch one of the lenses for cross-classing out of being a cleric or wizard, and fudge a little as necessary.)
__________________
-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
|
08-27-2010, 06:28 AM | #48 |
Join Date: Jan 2005
Location: Japan
|
Re: GURPS Dungeon Fantasy 12: Ninja
That's it! Thank you for speaking for me, doctor^^
__________________
Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
08-27-2010, 09:47 AM | #49 | ||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: GURPS Dungeon Fantasy 12: Ninja
Quote:
Ninja can buy unlimited Ninja Talent [10/level] – there's always a more skillful master hiding somewhere. This makes it possible to improve certain Ninja Training abilities above the usual limits: one level of Enhanced Parry, Killing Strike, or Silence per two full levels of Ninja Talent, or one level of Enhanced Dodge or Super Jump per three full levels. Additional options: Extraordinary Luck [30] and improving Weapon Master (Ninja Weapons) [35] to full Weapon Master [45].I'd like to avoid giving them raised DX, Basic Speed, and Basic Move caps so that the thief, swashbuckler, and scout, respectively, keep their unique traits. Like the martial artist, the ninja is supposed to accomplish his impressive feats through training (high weapon skill, Weapon Master, Super Jump, etc.), not gross physical stats. As for Extra Attack . . . Quote:
Quote:
The unholy warrior is likewise supposed to be cunning – and a bit cowardly, relying more on stealth and occult powers than being a good warrior. He gets the rather powerful Dread Touch and Terror abilities of Unholy Might, and his Exorcism can bind demons to service (DF 3); moreover, he gets the ability to shapeshift into a demon, and Striking ST 1-10 (Only on surprise attack, -60%) [2/level] like a thief (DF 11). All this is instead of frontal combat abilities like Enhanced Block, Enhanced Parry, and Extra Attack. Played right, the unholy warrior won't ever need that sort of stuff, because his foes won't be alive to attack him . . . and if they are, his demon buddies can provide many extra attacks. That's purely a case of inconsistent notation. Sorry! Quote:
Not really a big deal because . . . well, it's cheesy, but: Your wealthy, high-level ninja's ninja suit does have Weapon Holder or Superior Weapon Holder (p. 17), right? And you won't bother owning many caltrops, nageteppo, shuriken, etc., because you can use Ninja Tools to summon them as needed – effectively for free, since they're expendable (thrown away) and within the $50 limit – and they'll never count against what you can carry. That's the big one. Really, we wanted these guys to be super-dedicated. Having to define their crossovers . . . well, no, not worth the trouble.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
||||
08-27-2010, 10:42 AM | #50 | |
Join Date: Sep 2004
Location: Canada
|
Re: GURPS Dungeon Fantasy 12: Ninja
Quote:
Incidentally, I love the shapeshift: demon idea. I've had knight-of-hell type NPCs that were "two phase bossfights" that upgraded into demons when you killed the knight; it's nice to see the ability for PCs (or, really, NPCs).
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
|
Tags |
dungeon fantasy, kromm explanation |
|
|