Re: Pyramid #3/72: Alternate Dungeons
One thing I'd probably do different than the Pointless article does in more fine-grained games is have Minor Abilities, five of which equal a single Major Ability (so each has a nominal value of 4 points). Examples of Minor Abilities would be knowledge of a foreign language, a specialty in a single skill (rather than the broad Wildcards), knowledge of a single skill not in any of your Wildcard lists at the level of your highest Wildcard (essentially a wildcard version of skill adaptation), maxing out a specific Technique, and other super-perks that can help define a character. I'd also only ever allow five of those Minor Abilities; that number cannot be increased during play.
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Re: Pyramid #3/72: Alternate Dungeons
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As an Alternate style 'Starter Edition', maybe - but to my mind its a step too far from GURPS. You can't build quick characters this way and then simply add/switch to raw GURPS later. If you want to play FATE then do so, don't mangle GURPS into some kind of FURPS. If this is the way GURPS '4.5' was to go, I'd be sticking with 4.0, and buying far fewer new GURPS products. Quote:
I'm also not convinced that its quicker or easier to build a character. Templates give a much cleaner set of choices. - although I do admit that the format for a Pyramid article maybe doesn't present the packages in the easiest way to scan through and make choices, and I am far more familiar with the existing template format and the DF templates themselves. |
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Re: Pyramid #3/72: Alternate Dungeons
Sure you can 'convert', but it's not all plain sailing:
What does the [10] point package for 'Warrior Training' contain? The Heroic Flaws are effectively new [-10] point disadvantages which should really be 'converted; - and they use a DP mechanic instead of SC's Using standard skills isn't really going to work very well from a full on WC starting point. I don't see Magical Colleges! converting nicely either - or anyone actually wanting to - not that I think WC colleges should replace the standard spells. Shapeshifting (Alternate Form) won't easily fit into the Major/Minor Abilities model. The model has its place, but in my opinion it should not become the 'standard' model for GURPS as it loses too much. I still think Templates are simpler and quicker. |
Re: Pyramid #3/72: Alternate Dungeons
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EDIT: Actually, let's just go ahead and put that in the format of the article. As noted above, this is a Major Ability, costing two "slots." Alternate Form. A single Alternate Form, which allows you to exchange your selection of Archetype, Abilities (with the exception of Alternate Form), Heroic Flaws, and (if the GM allows) Wildcards with another predetermined selection. The change requires a Concentrate Maneuver to initialize and takes 5 seconds to go into effect, but you may act normally during this time (at the GM's option, you may have an in-between form during this time). You may also designate certain of your Abilities and Wildcards as only available in your Alternate Form. This gives you a slight discount - at 5, 15, 25, and so forth Alternate Form-only Abilities or Wildcards you get an additional one. This is built as Alternate Form (Active Change +20%, Reduced Time +20%). |
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The Bard archetype seems to be largely missing anyway. Quote:
I'm sure GD will find a way to roll RPM into this scheme (especially given he's already said he's writing a MH version!) |
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