03-02-2010, 12:29 PM | #21 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: DF: Power Ups at 400+ points
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I might also start making suggestive glances in the direction of Mass Combat.
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03-02-2010, 01:43 PM | #22 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: DF: Power Ups at 400+ points
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Niche protection isn't about forbidding Bow to the non-scout, Boxing and Wrestling to the non-martial artist, and so on; it's about making sure that the scout is the best archer, the martial artist is the best unarmed fighter, etc. Once all the PCs have their primary combat skill at, say, 25, it makes sense to diversify. This doesn't mean invading somebody else's niche to the tune of skill 25. This means settling for a 16-18 in these other areas. They are, after all, backup skills for rare challenges, not your stock in trade. Another thing to consider is that all attributes are useful to every adventurer. This requires setting aside combat and taking the longer view. Why wouldn't some epic barbarian want IQ 13, say, so that he'll be better at all IQ-, Will-, and Per-based skills, including a lot of the skills on his template? The same goes for the wizard and DX . . . hey, it's nice to be able to hit with Deathtouch and Fireball, and have good active defenses vs. scary, high-level foes. An across-the-board +1 to +3 to all attributes for every PC is entirely sensible, and maintains niche protection simply because when the dummy PCs with IQ 10 go to IQ 13, the smarty-pants ones with IQ 15 go to IQ 18 (and probably higher). This last point applies equally to other traits of broad utility. Just about every PC in my high-powered campaign ended up with Combat Reflexes, and this didn't devalue the guy whose shtick was speed and defense, because by then he had Basic Speed 10.00, Enhanced Parry, Enhanced Dodge, etc. on top of Combat Reflexes. Likewise, most of the PCs ended up with high Per, but the barbarian scout whose thing was Per remained the master of spotting stuff, because he had gained Discriminatory Smell, Infravision, Subsonic Hearing, etc. via totemic animal-spirit powers. Finally, if you're going all old-school, there's really no reason why every PC shouldn't gain HP. The same goes for higher "saving throws," which in GURPS means better HT and Will for making resistance rolls. Even Extra Life might fit . . . when the HP run out or the resistance vs. certain death fails, and Luck is all used up, the player can burn an EL and decide he made it anyway.
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03-02-2010, 02:17 PM | #23 | |
Join Date: Aug 2005
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Re: DF: Power Ups at 400+ points
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03-02-2010, 05:46 PM | #24 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: DF: Power Ups at 400+ points
Clerics can already buy PI 6, but a suitably epic game might let them go even higher. I wouldn't bother adding any additional spells -- at that point, the true benefit is the bonus being given to all of the existing spells.
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Powers are definitely the easiest way to soak points IMO -- you can come up with new abilities almost indefinitely, with a little imagination. It's the "classes" that don't get access to powers that I'd say are more challenging. :)
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03-02-2010, 07:12 PM | #25 | |
Join Date: Apr 2006
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Re: DF: Power Ups at 400+ points
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If you're having trouble challenging your fighters, try giving them something harder to do than mowing down mooks on a brightly-lit featureless plain after a good night's rest and using their favorite equipment... |
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03-03-2010, 04:48 AM | #26 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: DF: Power Ups at 400+ points
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e.g., on an old, slime coated, partially collapsed, swaying bridge over an underground lake attacking a long tenacled demon in the lake who just took out the Cleric's Continual Light ... -14 to hit a tenacle, and then the thing can still defend ... |
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dungeon fantasy, kromm explanation |
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