12-17-2013, 03:54 PM | #31 | ||
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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12-17-2013, 09:06 PM | #32 |
Join Date: Dec 2012
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Re: [DF] Replacing a dead/retired character, what CP build total?
So far I'm a new Gurps GM and all my players (except one) are new to roleplaying in general.
I'm playing DF at the moment and getting my feet wet with how players interact and how to scale challenges. So far I've just had people start at 250 pts. If they want to make a new character they start at the beginning: 250. However, if you keep the same character from session to session his wealth is going to be a lot more than starting a new guy every time. I've had two PC deaths and each person just remade a character for next session. So far my players have all made multiple characters and have switched between them quite a bit. (except for one). So the point difference isn't that noticeable. And the one who's stayed the same character has been spending points on Speak with Plants, brewing skills/magic, so his combat/social prowess isn't sky high over everyone else's. |
12-17-2013, 10:34 PM | #33 | |
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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Also, from what I've read, the two character classes in the Buffy RPG may in fact be balanced. One class has vast intrinsic competence, as represented in GURPS by high attributes, a bunch of advantages, and lots of skills, while the other class has low intrinsic competence, but compensates for this with having lots of luck-like traits, such as Luck, Serendipity, Gizmo (or even a miraculous survival-shaped Extra Life). It should in fact be possible to reproduce that effect in GURPS, and doing it even better if desired, because you wouldn't have to have two discrete classes. Instead you can let each player decide how many CP they want to spend on luck-type traits, and how many on intrinsic competence, thereby positioning themselves on a spectrum going from Lucky to Competent. |
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12-18-2013, 02:30 PM | #34 | ||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: [DF] Replacing a dead/retired character, what CP build total?
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12-18-2013, 10:59 PM | #35 |
Join Date: Nov 2007
Location: Sydney
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Re: [DF] Replacing a dead/retired character, what CP build total?
I think it's fine if the PCs end up on different point totals.
It's a staple of the traditional fiction. 'The Hobbit', 'Lord of the Rings' etc It`s a staple of online gaming. Even a 25 point spear carrier has utility. GURPS point totals also don't necessarily translate into effectiveness, even in DF. A 250 point knight will probably be more combat efficient than the 300 point scholar. Add items into the equation and a 250 point knight can be more effective than a 300 point one. Staying alive to climb back up may be an issue. |
12-19-2013, 09:30 AM | #36 |
Join Date: Jul 2010
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Re: [DF] Replacing a dead/retired character, what CP build total?
I rather like the accelerated CP idea for fantasy. It's sort of a throwback to 1e AD&D: you die, enter play as a level 1 guy who hides in the back of the party, and will probably die again. But if you don't, you get a lot more relative experience since you're being twinked by a high level party.
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12-19-2013, 09:34 AM | #37 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [DF] Replacing a dead/retired character, what CP build total?
Accelerated cp doesn't just seem to be in genre in fantasy, it's a lot easier to make progress when you start learning something.
And all fiction is rife with characters who start low and quickly get better.
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12-19-2013, 09:55 AM | #38 | |
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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Not to mention that one of the perks of traveling with heroes is that you learn from example and eventually outdo them in some area. The student or the reluctant peasant hero coming to the rescue of the master or the great hero is a classic fantasy trope.
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12-19-2013, 11:54 AM | #39 |
Join Date: Sep 2004
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Re: [DF] Replacing a dead/retired character, what CP build total?
I like the idea a lot, but it does make me want to tie it to another gurps skill either Teaching or Leadership with something like every session your "Mentor" makes one of the above skill rolls and you get bonus xp equal to the success value until you have caught up to the lowest group members XP value.
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12-19-2013, 11:57 AM | #40 | |
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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