Re: Pyramid #3/72: Alternate Dungeons
Quote:
Quote:
|
Re: Pyramid #3/72: Alternate Dungeons
Quote:
Heroic Archer is the tax since it boosts the Archery Wildcard. There's simply a lack of abilities that depend upon it. Warrior Training is essentially a replacement for Weapon Mastery, since you can get similar benefits from the Wildcards. But yes, it is mostly a tax to keep people from cherry picking one or two awesome combat abilities while also not restricting them to only Chi Mastery. |
Re: Pyramid #3/72: Alternate Dungeons
Huh, I will admit I never have considered a RPM wildcard as I have usually encouraged RPMists to take 'IQ to the skies and beyond!' as the way to go about raising RPM skill. I may have to try messing around with it some.
|
Re: Pyramid #3/72: Alternate Dungeons
Quote:
I don't see to make GURPS like anything else. In fact about the only think I dislike about the Dungeon Fantasy line is that the default is oriented towards 250 pts and not 100 to 150 points. It tries to much to be D&D style fantasy rather than being GURPS Fantasy with Dungeons. I understand the design reason for 250 pt I happen not to agree with it. The #1 complaint I get from players is that GURPS has too many options, takes too much time for a prospective referee to make a campaign. Before I advocated for an all in one book as a leader for each GURPS genre. Fantasy, Horror, and Sci Fi. That character creations revolve around template with copious explanation of the options. The pointless system of Pyramid is even better. Each package can be built from the core book so character can seamlessly be moved to points when the groups wants to go into that level of detail. In addition allows experienced GURPS players to freely mix in their point based character with other players using the pointless system. Something that D&D 5e has having great success with the Basic Rules versus the full PHB rules. Plus the compact format will allow SJ Games preference for GURPS Lite quickstarts to be viable approach as an all in one "try GURPS" instead of having to shepherd a full book through the production process. |
Re: Pyramid #3/72: Alternate Dungeons
It depends on the DM, and on the settings and such
Starslayer can turn out a fully done and trimmed out character, usually with wonky abilities, to someone else's specifications in about 15 mins Myself? Ha. No. Nowhere close. RPMists are extremely easy to create, but that is because they instead shuffle all the nightmarish agony into the torture that is crafting spell load outs. But the charge is easy, you know you want gobs of IQ, imagery, and luck and maybe ritual adept |
Re: Pyramid #3/72: Alternate Dungeons
Quote:
Quote:
Pretty much this. I made 12 DF pregens in 5 hours - full gear, power-ups, etc. That is the normal time it takes for me to make 1 character in one of my typical campaigns. Quote:
Quote:
Quote:
|
Re: Pyramid #3/72: Alternate Dungeons
There's no need to worry/argue about the "pointless" approach replacing GURPS as we know it, changing its direction, or whatever. My article is in an issue with "Alternate" in the title for good reason: it's "Alternate GURPS" (in the Pyramid #3/34, #3/44, and #3/65 sense) for GURPS Dungeon Fantasy.
As for Warrior Training, note that it essentially fills the Weapon Master role, giving access to high-end combat abilities. You do not need this to be a fighter! Every combat Wildcard remains available to those who opt out . . . they just won't get bonus damage from high levels. They can use that slot for Gear or Strong 1 or Strong-Arm instead and get extra damage from fine blades or lots of muscle. Heroic Archer is a major Ability instead because it does all the usual fancy stuff, enabling rapid shooting and so on. And yes, it's the gateway trait for scouts. Chi Mastery fills a similar role for martial artists and ninja. Bards are easy: Brainy or Versatile + Minor Wizardry (Mind Control) + remaining Ability slots for one's choice of Charm, Empath, Learned, Linguist, and Negotiator + Heroic Flaws like Inquisitive and Self-Indulgent + Bardic Arts!, Mind Control!, Socialize!, and Swordplay! + remaining Wildcard slots for a few of Arcane Lore!, Con-Man!, Fixer!, Sage!, and Street-Savvy!, depending on your vision. Obviously, you can't do it all at once. Fortunately, you'll gain slots. |
Re: Pyramid #3/72: Alternate Dungeons
Quote:
I wonder what the other part of Weapon Master - halved penalties for rapid strike and cumulative parries - would be worth. At first glance, a Minor Ability for a single weapon, a Major Ability for a single Wildcard, and a Greater Ability (3 slots) for all weapons might work. Combined with Warrior Training, that puts the single weapon version at [20] (same as One Weapon), the single Wildcard version at [30] (same as Small Class), and the all weapons version at [40] (same as Large Class). A Wildcard is probably more appropriately a Medium Class for [35], and the all weapons version should of course be [45], so we're just a bit outside of our +10% comfort zone. Perhaps not allowing it to apply to ranged attacks is sufficient to make up for this shortcoming? Here's how it might look. Note this would be a Minor Ability. Weapon Master 1-3 [Chi Mastery or Warrior Training]. At level 1, this halves the penalties for Rapid Strike and Cumulative Parries for one specific melee weapon - axe, broadsword, halberd, katana, maul, nunchaku, pick, quarterstaff, rapier, spear, etc. For this purpose, all knives count as one weapon. At level 2, this works for a single Wildcard, and only for armed melee applications. At level 3, this works for all melee weapons. For those with [Chi Mastery], the first level may instead apply to all unarmed attacks/parries, and later levels automatically include the same benefit to unarmed attacks/parries. |
Re: Pyramid #3/72: Alternate Dungeons
Quote:
Quote:
Full-on flexible GURPS is at the system's core, which is one of the things that make it so great. Quote:
Heck, the list of wildcard skills - which are really just lists of GURPS skills available for free using the GURPS Skill Categories document anyway - could be available online as pre-selected by genre with a click-box to add/remove them to taste. I don't expect GURPS genre treatments to go this way. But I will stand by my belief that GURPS would spread more to new players if it did, especially backed with the already-strong Fourth Edition and supplements. |
Re: Pyramid #3/72: Alternate Dungeons
I think it's a good idea to point out that the whole Pointless GURPS idea can make creating fleshed-out NPC characters very fast, which is probably one of the best things about it.
|
| All times are GMT -6. The time now is 04:50 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.