Dungeon Fantasy Niches & Character Improvement
Dungeon Fantasy GMs, players, and advocates - lend me your spyhorns!
When you allow character points to be spent do you require that all points be spent on template(s) or racial power-ups or do you allow the players free-form to do with their points what they will? Any particular way you go about these things (training, sudden "powers," etc.). I'd really appreciate multiple views on the subject. Thanks much for any and all who answer! |
Re: Dungeon Fantasy Niches & Character Improvement
I generally request that people stick to their template, but there's a lot of advantages to doing so since you reinforce your specialization.
High IQ types tend drop a point in a few useful skills like Diplomacy, Merchant, and Naturalist even if they aren't on template. I usually allow it as long as there isn't someone else with the skill as a focus (such as Bard or Scout for Diplomacy or Naturalist). There's been a wave of people wanting Imbuement skills recently. I don't really mind, because I'd rather than an advanced Knight be able to burn fatigue and do burn damage or affects insubstantial without having to rely on the wizard than have Extra Attack 2 and skill 26 in their primary weapon. |
Re: Dungeon Fantasy Niches & Character Improvement
I like to allow 250 points in any conglomeration of
As for improvement: I allow reasonable powerups, or possibly things from pyramid articles that I have access to. |
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Re: Dungeon Fantasy Niches & Character Improvement
Personally, I encourage people to remain in template (or templates, if they have any cross-template lens) by using the training costs in DF3. Also, my players are quite niche-obsessed, and so instinctively remain in their niches. The problem is usually making them fill a niche that isn't properly covered by any template in the group.
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Re: Dungeon Fantasy Niches & Character Improvement
Gain it through play, or rationalise how you got it. Which generally means that most character's invest into thing's they're already good at, or are willing to lay the ground work for.
I prohibit Power Ups unless you have the full underlying template. I allow incremental gains towards a new profession, but I also charge UB's for each additional profession beyond the first (which rapidly increases in cost). I generally ask for either meaningful time spent self-training, and/or charge training costs (from hiring tutors to just buying required manuals/tools/etc) when moving into a field of expertise otherwise unrepresented in that character (even if it's on their professions template). As such to directly answer your questions: No free-form spending, and logical training sequences (even if its just training montages). Of cause, they also have access to quest rewards which can improve characters. Also, my world has quirky alchemy miscibility, magic that becomes twisted and 'leaky' when it's left to age long enough, fae who will trade abstruse and insubstantial traits or concepts... basically many way's to alter and perhaps improve oneself without ever spending a character point - which has lead to a few interesting means of character development, or at least sideways progression. |
Re: Dungeon Fantasy Niches & Character Improvement
Guys, thanks so much! My gaming group just grew from 3 to 6 over night (bunch of my friends moved back!) and I've got another two who want to join in and Dungeon Fantasy just became the "vehicle" to intro folks to GURPS. I feel the days of old are returning where I'm running for twelve or twenty people at he same time (not including my Adversary). I have longed for such days. ;-) Anyways, thanks. I've got a good handle on where things are now. Looks like my Dungeon Fantasy output is probably going to increase in the coming months.
(I'd still appreciate any input others might have, so please, post away!) |
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