Re: Pyramid #3/72: Alternate Dungeons
It's no secret that I'm a really big fan of the "bare-bones 'template' plus a selection of X-point packages" method for character building. Done well, it allows far more variety and customization than a standard template, but with even fewer tricky choices and questions that can confuse newbies.
I've been musing on whether, if and when we do another worked-genre series, if it might be worth spending a full chapter or two setting up a simple package system in the vein of "Pointless Slaying and Looting." Yes, it'd take up space, but then in the next chapter you can take advantage of it to make actual character creation insanely short and simple. Instead of a full template, you'd just do:
Cleric
250 points
Insert description of a cleric here blah blah worship is good undead are bad follow my god or I'll smite thee.
--------Basic Template: Brainy or Versatile.
--------Abilities: Take Theurgy* and six other abilities, at least three of which must be chosen from Blessed (any), Blessing, Combat Medic, Conjured Companion*, Detect Evil*, Dismissive Wave, Fearless*, Foe of Evil, Lay on Hands*, Medium, Spirit Empathy, Theurgic Energy*, or Turn Undead*. Those marked with * count as two choices.
--------Heroic Flaws: Take either Religious or Saintly, and four more of your choice.
--------Wildcards: Choose 10, which must include Faith!, Healer!, at least one clerical Magical College!, and at least one combat skill. It's probably too huge a change from standard GURPS to fly, but I wonder if it might not be the difference that let us make the jump to a true grab-n-go, totally newbie-friendly approach.
( Disclaimer: All of this said with no official hat on, and also in the context of PK groggily rambling at 4 a.m.)
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