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#1 |
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Join Date: Sep 2004
Location: NC, US
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Anyone done this? Any pitfalls? Do any of the templates have problems being streamlined and cut back? Who is hurt the most?
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RyanW He is a brave man who fights his own weaknesses. - Hanko Döbringer |
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#2 |
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Join Date: Jan 2008
Location: Phoenix, AZ
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I have not done 150, but I am running a DF game with 200 points. All it really does is make things a bit more difficult for the group. They need to take less spells, less equipment, less everything =).
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#3 | |
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Join Date: Sep 2004
Location: Torino, Italy
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I've not specifically done this, but I started working on 150 pt templates in this post.
As you can see, I made only 3 templates, and I still have to shave a few points off each :) Quote:
I think that dedicated professions (Knight, Swashbuckler, Wizard) will be hurt less than more eclectic ones (Cleric, Holy Warrior, Scout). And probably professions that are already tight with 250 points (Martial Artist, Bard) will probably be even more useless than they are now.
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#4 | |
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Join Date: Oct 2007
Location: Europe
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One argument against 60% CP value DF is that when you shave down the non-combatant templates like the Wizard and Cleric (and probably the Druid too, and of course the two in DF4), you'll be mostly shaving away that which makes the distinctive (that which makes the Wizard Wizard-like, that which makes the Cleric Cleric-like, and so forth) because you're so careful to try to not reduce their surviability. And I'm not sure there is a way to avoid that. If you make the Wizard less Wizard-like by removing his Wizardly traits, he gets boring to play, and if you make the Wizard less hardy by removing survivability traits, he'll have a short average life span. DF campaigns are, by implicit defintion, high-action. There will be a lot of combat and a lot of non-combat physical hazards (traps, nasty enviroments).
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-- Peter Knutsen sagatafl.org |
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#5 |
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Join Date: Jun 2006
Location: Wisconsin
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Depends sort of on the size of the group, one extra person could really make a lot of difference.
I think the characters are very "first level" if 1/3 of those points are mundane. Though if you have 50% disadvantage cap that is entirely used by every character then likely they have a life that's well on its way in a lot of regards. You could easily augment those points with signature gear or what have you after creation to some degree.
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NearByGamers | "Look after the universe for me will you, I have put a lot of work into it." -- Doctor Who |
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#6 | |
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Join Date: Oct 2007
Location: Europe
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In general, I think you can "shave off" a few more points in your templates, by reducing Talents and Talent-like traits further. Take away 2 levels of Outdoorsman from the Barbarian, not just one. Take away Voice from the Bard and one of the two levels of Musical Talent. And with the Cleric, take away two levels of Power Investitute, not just one. Clearly players should be free to buy these lowered Talents up to normal levels, as soon as they can afford it, and they will (if they're not stupid). That will also get closer to emulating the "rapid power-up" feel in AD&D and D&D3 (and presumably D&D4 too), if characters buy up the core Talents of their respective templates because, well, obviously if you can boost most of your core skills by +1 by spending 5 or 10 CPs, then that's what you're gonna do.
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-- Peter Knutsen sagatafl.org |
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#7 | |
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Join Date: Oct 2007
Location: Europe
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Quote:
__________________
-- Peter Knutsen sagatafl.org |
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#8 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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This gets complicated . . .
When I created the DF series and wrote the first few items in it, I didn't think, "I like 250 points, so that's that! Gamers who prefer lower-powered games can suffer! Mwahahahaha!" Rather, I looked at the canonical GURPS stats for pits, poisons, dangerous animals, and other threats and disasters, and made the DF templates sufficiently robust that using them would yield the carefree, cinematic fun of old-school dungeon crawling instead of some sort of grim survival horror. Then I looked at the GURPS rules for doing things – casting, fighting, opening locks, etc. – and added sufficient aptitude to the templates that the PCs would resemble classic dungeon-delver archetypes and thus be able to do better than barely survive. When I was done, I had 250-point templates. Throughout this process, I was aware of the following: Quote:
Thus, as your gaming group gets larger, you can safely lower point totals somewhat. To do this in a way that's consistent with my design approach, remove redundancy: take thieving skills away from non-thieves, lower IQ for non-casters, and so on. Once you get past six adventurers, you can even start to push down combat skills and "survival" traits such as HT, because that's the magic head count where you can afford to form two lines or a box to keep the lighter combatants and noncombatants relatively safe from harm. For every player past the fourth, I figure that you could knock off 20 points this way, reaching as little as 150 points for a nine-PC horde. I'd stop there; weaker PCs are fine for more thoughtful "peasant hero" stories, but the 150-point power level is probably rock-bottom for a violent dungeon crawl with strong, Technicolor archetypes. The executive summary is that the 250-point power level is needed to make a larger-than-life, carefree genre work in a grim, gritty system like GURPS, where enough kobolds will eventually get behind you, roll a critical hit, etc. That power level makes it possible to survive a certain amount of bad luck against superior numbers. However, this same grit means that when you have more people on your side, rolling more dice and covering more angles, you don't need to be as powerful. In effect, you can trade points for people . . . because in a way, each PC is like a hidden instance of Ally (100% of PC's point total; Constantly) [20] on the character sheet of each of his associates.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games Doctor of Hypermediocrity |
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#9 |
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Join Date: Sep 2004
Location: Canada
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I think the big thing is the GM setting his expectations for encounters at an appropriate level.
150 point characters, unlike 250 point characters, might actually worry when they encounter a pack of 10 regular wolves, or 5 Orcs with 20-30 points in combat skills and leather armor (give them base attributes).
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Female, despite the username. Bruno was a character of mine... |
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#10 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
I do think that as points go down, head count grows in importance on the PC side of the ledger, though. Even a pack of wolves is a problem if there are 10 wolves and just four PCs. At the low-powered end of things, I'd be a lot more generous with spear-carriers and other low-level support NPCs.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games Doctor of Hypermediocrity |
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