Re: Old-School D&D style game
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Re: Old-School D&D style game
I am currently running a long term "DF-style" campaign where we have had so far 173 gaming sessions with normal length of about 9 hours.
The campaign started with 100 point characters and the characters are now almost 2000 points. What I found was that at least my players appreciate fairly rapid advancement as it gives a feeling of character developing, So I am basically giving 1 point/hour of play+some extra bonus points. I did find that the Gurps default magic system does not scale well to high points, as it becomes a game of: fire away as many as possible tries of "save or you lose"-spells, preferably as low as possible cost so you can repeat them many times. Things like: Sleep: 4 FP and allows a free kill. Sickness: 3 FP. But the enemy can still run away just not fight. Basically when a lot of the enemies have saves close to 16, the mage will mostly need defenses to survive and as many as possible tries for the enemy to roll badly and lose. Other parts of the system do not break at higher points, but actually scale fairly well. (Of course some parts of the system like the sense rolls and stealth are broken from the start...) The 100 point characters definitely felt like "1st level":ish and the current 1900 point characters feel like maybe "15th-20th level":ish in personal power. The starting skills were in the 10-14 range, where even the basic actions often failed. Currently the best skills are slightly above 40, with a lot of skills in the 30s, where a mere -10 is a low penalty. |
Re: Old-School D&D style game
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Re: Old-School D&D style game
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Re: Old-School D&D style game
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In fact given that some of those levelled traits are quite cheap themselves, Stroking ST Limited to Unarmed Only, and levels of Hard To Kill (as well as severely Limited levels of DR), it might be possible to gather all of them into a (levelled) Meta-Trait so that the Pact PM can more fully be applied to them. But that might be a bit cheesey, and even if it's not deemed cheesy it's very important not to apply the PM twice. For a typical PM little damage is done but I imagine this PM is going to be -25% or thereabouts. |
Re: Old-School D&D style game
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I do impose an Unusual Background cost for exceeding racial norms in the campaign, which absent a racial modifier are 15 for all Attributes except ST, which can be 20. The UB ranges from a 1-point Special Exercises Perk for plausible Secondary Attributes (or what amount to sub-Attrubutes, e.g. Lifting ST) raised by a couple of levels as part of a Style to a gradually increasing 5-20 point Unusual Background per level of Attribute above racial maxima. I have a couple of PCs with IQ, Per and/or Will 16 and one with DX 17, but none higher. I expect to see further gradual increases, but fairly slow, as there are always other power-ups to get, skills to improve and niche-specific awesome stuff to get more awesome at. 2,000 points barely covers a truly powerful wizard or priest in my setting. The PCs are mostly warriors or rogues with a few supernatural tricks, maybe a smattering of spellcasting ability. None of them have the Magery/Power Investiture 7+, Energy Reserve 300+ and hundreds of points of Modular Ability as well as hundreds of learned spells needed to truly rank among the great spellcasters of the setting. *Since the winning of Wealth, fame (Reputation), social position and influence (Status, Allies, Contacts, Favors, etc.) is kind of the point of the game, I don't charge points for loot, earnings, investments, friends made, allegiances made and such, but instead track such things as part of the game world and the PCs' ongoing impact on it. The GCA write-ups of the PCs accordingly lack the appropriate Wealth level for their astronomical levels of loot, awesome magic items and legions of loyal followers. Only relationships that the players deliberatly spent earned points on to get a meta-game insurance from betrayal or imperfect memories for prior favours are counted in the 'official' point values of PCs, which range from 1,050 to just over 1,260. All the same, I think their Wealth and magic gear alone is worth 300+ points above that and a case could be made for adding at least 500 points in Wealth and other social and influence traits to the main PCs. |
Re: Old-School D&D style game
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Re: Old-School D&D style game
Buying every single power-up in Dungeon Fantasy (from the core PDFs to the Pyramid articles) - they'll keep you plenty busy enough.
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Re: Old-School D&D style game
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Re: Old-School D&D style game
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