Halfling professions
What roles other than Scout and Thief are Halfings good at:
Anyone do a good wizard build? Especially, say a ranged attack halfing "blaster" halfing. Is it even possible to do a melee halfing build? Knight, barbarian, martial artist? Do you need to do a cross-over to make it work? My favorite build for halflings is Scout/Thief. Maybe Wizard/Thief would also work well, though I haven't tried that yet. |
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I don't think halflings are a powergamer's choice for anything, and it's kind of sad that they don't get bonuses to Throwing Art and that they still have inexplicably full-weight armor instead of 25% weight (to match their smaller surface area), but if I were playing a halfling I'd make it a spellcaster: druid, wizard, or cleric. That being said, it is in fact possible to make a starting halfling Swashbuckler with two Rapier-21 attacks for 2d+3 (10) cut per turn, or two Rapid Strikes at 18 + one at 19. It's not optimal but it's good enough to be quite a lot of fun. Not bad for a halfling. |
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Don't forget Sir Pudding's excellent Wolf-Girl, a halfling barbarian. She's been a popular pickup character at my DFRPG camp.
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The character makes no sense. It could work but there's inadequate backstory and just doesn't make sense based on the backstory listed. |
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Personally, I think anybody can realistically be raised by wolves .... Well, anybody except Cat-Folk. |
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I'd be more likely to believe Cat-folk being raised by wolves over a halfing. Of course, the fairy folk would need to be involved. Maybe some sort of enchantment to keep wolves from attacking the Cat-folk. The Wolf-girl halfling thing just has too many holes and isn't internally consistent. |
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If real people believed a wolf raised a pair of children and they somehow ended founding one of the great empires of humanity I think a fantasy game can tolerate a halfling raised by a pack of wolfs and turning into a successful barbarian adventurer.
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Lay off the personal side, please. </Moderator> |
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Q: What roles other than Scout and Thief are Halfings good at?
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Definitely an amusing character backstory, maybe even an effective character (I have my doubts, although a dwarven Humongous Club would help her out a lot), but still basically a Thief role despite the Barbarian profession. |
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It all depends on the table, as always. All I can say is that Wolf Girl has been popular with both adult players and kids. I've seen her chosen as often as any other character in my pile of 250-point pregens.
But, I do facilitate games for newcomers to the GURPS ecosystem and, often, newcomers to TTRPGs. Very few of these folks know how to optimize a character or have any sense of what their DPS should be. I've seen Wolf Girl do alright in melee, but she does need to invest some additional points wisely after the first few adventures. As for whether her backstory is good enough, I guess it is a matter of taste. I just read it over, and it doesn't seem too wacky to me. Honestly, I also tend to dislike goofy characters, but I've seen this one played pretty straight. Sillier than Princess Mononoke, but still has that vibe. The great thing, IMO, about a backstory like this is the *character* doesn't need to know more than this. She was a kid. She doesn't remember the details. If the party wants to make a quest out of finding out how the wolves actually managed to raise her, there's plenty of time for the GM and player to work out the details. |
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My main thing is for a campaign it's goofy and kills the vibe I want for my games. If playing for laughs is your goal, I wonder why pick a difficult somewhat killer rules system like GURPS DFRPG. I'd go with something more narrative like FATE. The halfling ST14 and HP21 seems very off. Is the construction RAW? Ok, ran this through with GURPS Character Sheet (GCS) and I came up with ST15/HP 22. Wow. Never thought halfing Barbarian was a thing. |
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Knight: halfling [0], Striking ST +2 [10], Weapon Master (Two-handed Sword) [20], Extra Attack [25], HP +1 (14) [2], Sacrificial Parry [1], Weapon Bond [1], Trademark Move (Rapid Strike with Deceptive 1 greatsword to the leg at 16, twice, then a greatsword to the skull at 16) [1]. The knight does three times as much damage and is safer, and still has Stealth-14 (+2 vs. hearing, +4 when unmoving), which you can increase to Stealth 16 (+2 or +4) with Quirk points if you want, plus Camouflage-11 with two more quirk points if you want. A halfling Knight is objectively better than wolf-girl both at thiefy backstabbing and in straight-up combat. A human or especially half-ogre Swashbuckler is better, but just because a halfling is suboptimal in melee doesn't mean they can't still be very, very good. But Barbarian isn't the way to go. (For combat, I mean. If the goal is amusing RP then wolf-girl is fine; Barbarian works for modeling "raised by wolved" because she can get Discriminatory Smell, for example, which feels very wolfy. But Wolf Girl isn't really a combat specialist.) |
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And once I slightly beefed up Silence*, I've seen a lot of Halfling Scouts and roguish Swashbucklers. Plenty of Thieves too, but my games aren't combat-centric, otherwise I'd never see one. * It's 5 points when just raising Stealth is 4 points, it definitely needs a bit of a boost, and no, +2 when not moving and being, in the words of my Players, "immobile bait" is not a boost. |
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Light Walk and to some extent Hush/Mage Stealth have a similar issue but they aren't as expensive as Silence. |
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Re-phrasing the reply, "No one can be raised by wolves". It's one of those unrealistic things people say but really can't be done. In a fantasy setting, unreal stuff happens, but again, internal consistency and logical conclusions based on setting. |
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Detect: Irony [5]
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I think the Innate Attack (Projectile) is something worth considering. Got to consider how outside RAW this would be. |
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Rather than cut the cost of Silence, I've tried to beef it up. A few months ago I tweeted this: Quote:
Maybe even this really simple idea: Each level of Silence adds +2 to Stealth, only vs Hearing. That's it; any actions, with or without movement, no other restrictions/complications. Still a little expensive, IMO, but a better buy than the current version. |
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In fact I should run bugbears this way. |
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My upgrades are to have various types of "Silence" refluffed as "Stealthy", it applies to hearing as well as sight, in a specific style, it also allows them to always count as having "at least half the party as diversions" for Backstabbing, even if they're alone. The Advantage also counts as a level requied buy in for various Power-Ups. Scouts and Thieves have Stealth (Camouflage), so they get a bonus vs Sight if they're wearing something at least vaguely 'camouflaged', IE dark clothes in a dungeon, browns and greens in the woods, etc. Halflings has Stealth (Small) and get the bonus versus sight if there is anything around they could easily hide behind or alongside. My campaign also has Dark Elves who have often have a connection with elemental Darkness and get Stealth (Darkness), so get their bonus as long there are darkness penalties (but also they're limited to the local darkness penalties). Racial abilities can trump Professional abilities, so a Halfling Thief could start with Stealthy (Small) 4 lvls, or 2 of Small and 2 of Camouflage, the PC's choice. Quote:
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