12-17-2013, 10:42 AM | #11 | |||
Join Date: Jun 2006
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Re: [DF] Replacing a dead/retired character, what CP build total?
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12-17-2013, 10:42 AM | #12 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Replacing a dead/retired character, what CP build total?
A fun concept is to start the newbie at 250 points but advance her character to the level of the least-powerful veteran over the course of the next n sessions, where n is a small(ish) number. For instance, if your lowest-powered PC is at 418 points and delvers typically earn 3 points/session, you might give the newbie 31 points/session for six sessions. At the end of that cycle, both adventurers will have 436 points. If that seems too steep, then go for 15 points/session for 14 sessions or whatever . . . pick a pace that suits the player's gaming experience. Once the new character has caught up, she earns points at the same rate as everybody else. If you need a game-world explanation, justify it as the newbie being inspired and instructed by example – those first six (or 14, or whatever) sessions amount to gaming out her training montage.
This generally leaves Extra Life attractive (no delay returning to one's former power level, no cap at the level of the least-powerful veteran, and no loss of gains that aren't normally for sale in the campaign). It also results in a character built up gradually, on earned points, rather than imagined with DX 20, IQ 20 out of the gate. And it introduces completely new players to the deep end of the pool over the course of n sessions instead of chucking them in immediately. The only downsides are the need to do a little math and the time required to cope with someone spending a bunch of points every session.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-17-2013, 10:44 AM | #13 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Replacing a dead/retired character, what CP build total?
I've never met the player who would be afraid to speak up. It sounds like you've had a bizarre and unrepresentative experience with the hobby if such behavior has been the norm in your groups. I haven't seen it in over 34 years in several cities and among hundreds of gamers.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-17-2013, 10:46 AM | #14 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [DF] Replacing a dead/retired character, what CP build total?
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That same principle can be used in GURPS. If four characters go on a dungeoncrawl, and stay mostly together, facing the same challenges, it may still reasonably be seen to be a tough challenge for the 250 CP newbie, but a much easier crawl for the two 325 CP veterans, and a walk in the park for the 400 CP guy. So the 250 CP newbie deserves more CP. The question is whether that'll enable him to catch up witin a reasonable time frame, and I don't think it will. But it will help reduce the degree of inequality, especially at first |
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12-17-2013, 10:54 AM | #15 |
Join Date: Dec 2013
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Re: [DF] Replacing a dead/retired character, what CP build total?
"I am Krom! Destroyer of Undeadia!"
"I am Thuvalious! Master of a Thousand Magics!" "I am the Grey Cat! It is I who stole the pants from the Sultan of Al'kazam while he was wide awake!" "I am Mang! I shatter boulders with a singe touch!" "I'm Bill! I kill goblins." "Next applicant!" "I'm George! It is I who single-handedly slew the Dragon of the Dread Mountains!" "Welcome, George." --------- In other words, realistically, your world-changing heroes will look for adventuring companions of comparable power, otherwise the new guy will be a liability (as someone else said). If Bill the Goblin-Slayer joins that group of heroes, he's going to stick out like a glass cup at a bull stampede. |
12-17-2013, 11:10 AM | #16 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Replacing a dead/retired character, what CP build total?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-17-2013, 11:23 AM | #17 | |
Join Date: Dec 2013
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Re: [DF] Replacing a dead/retired character, what CP build total?
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12-17-2013, 11:31 AM | #18 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] Replacing a dead/retired character, what CP build total?
In my current game, part of the charm is that everyone starts at 250 . . . and losing your guy permanently is a serious risk and sets you back quite a bit.
In my old game, that wouldn't work as well. So I'd start new guys between the starting value of the game and the lowest-point PC. So if you start at 250 and everyone is at 375-450, you start at 313 points. That's worked pretty well for us.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
12-17-2013, 12:03 PM | #19 | |
Join Date: Feb 2007
Location: New York City
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Re: [DF] Replacing a dead/retired character, what CP build total?
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1) Gear. If the old char has magic gear the new char doesn't get it. Why should he? 2) Not all point are equal. Frex If a party has gaind a +2 Rep for Monster Hunting & a higher wealth level, the new char will not get those advantages & will not get the points either. (As many players would rather have an extra 20pts for what they want instead of a mandated +2rep & comfortable wealth it could be seen as an advantage to 'kill-off' ones char to get those reward pts) Things like loosing out on certain gear or advantages may encourage players to invest in extra life. |
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12-17-2013, 12:05 PM | #20 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [DF] Replacing a dead/retired character, what CP build total?
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