GURPS does dungeon crawl?
So, I've been thinking about dungeon crawls, and I was wondering how well GURPS could handle that particular game style. I personally think it would work out just fine, and I'm putting together notes to that very effect.
I'd be curious to hear what others' experience is with dungeon crawl style gaming with GURPS. Does the system improve on any of the traditional elements, especially combat? Are there any particular pitfalls to avoid when approaching a dungeon crawl in GURPS? What options or abilities make for a better crawling experience? |
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The problem I've encountered is that people get hurt in GURPS combat, and healing spells get progressively more difficult to cast in a short period of time. Make sure that adventurers have plenty of healing potions on hand.
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In many ways, dungeon crawls are little more than exercises in resource management and allocation.
The points that Turhan Bey . . . pointed out is not untrue nor unique to GURPS. In D&D, people take hit points still, and magic spells are also limited (actually more sharply than in GURPS!) The mechanics in GURPS actually tend to work better (especially magic) for dungeon delving, than they do in D&D. |
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The solution we came up with in the dungeoncrawl game I'm currently in is to allow "over-the-top" advantages to give them an edge and let them be comfortable with being greatly outnumbered. The spellcasters came up with 2 different solutions: The mage took Magery 7 and Extreme Regeneration (Fatigue Only) with Gadget limitations. The Priest of Ra OTOH just has 51 FP.
This started as a 200-pt game with 4 characters (the two above, a cutlass-wielding rogue and a dedicated fighter) and, while we have been running through adapted 1st-3rd level dungeons, I think we'd crank through 5th-7th level conversions without too much trouble. It's great fun and great combat system practice. :) |
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We've done some dungeon crawl type mini-adventures in our group before. As a GM there's a few things you want to sort out in advance of the session(s):
1) traditional dungeon crawls are filled with horrible monsters and the undead. Establish with your players before hand whether you are using fright check rules, and what it will take before you start asking them to make fright checks. We had a game where all the characters were specifically created as having no prior experience with the undead, and only one character had a passing familiarity with "the Occult" outside of "civil wizardry". Unfortunately one player didn't really notice this, and was really annoyed when he failed a fright check against "mere zombies". Make sure everyone's on the same wavelength. 2) If you have a D&D DMG, have a look at the environmental hazards section - it's pretty much a good list of stuff you'll want to have in mind in a dungeon crawl situation, especially with players who have prior experience with the genre. Difficulty modifiers for picking locks should be listed for each locked door. Lock is made for a huge key and gives you lots of room to work inside it? give it a bonus. Lock is rusty? Give it a penalty that can be negated by applying lubricating oil if the player thinks of it. Give "stuck" doors and barred doors ST ratings if the PCs want to force it open (Quick contest of strength sounds reasonable). Make sure to have DR and HP ratings handy in case they decide to hack it down. Good trick: create "standard door A" "standard door B" etc references with everything already written up and re-use them ruthelessly. Any pits that need to be jumped, make sure you have the jumping rules handy. If they're covered, note what penalty or bonus the characters have on their Search roll to discover it. Pre-figure falling damage into the pit, or at least pre-figure the "falling velocity" to save you one step. The big difference between D&D and GURPS for dungeon crawls is that the D&D DMG already includes what ammounts to a Dungeon Crawls sourcebook, whereas GURPS has all the core bits and pieces, but nothing already written up, in a "grab and go" format. |
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I've never run a dungeon-crawl campaign in GURPS, but I've run numerous dungeon-crawl adventures or "story arcs" within fantasy campaigns run under GURPS rules. Others have pretty much hit the nail on the head: in GURPS, as in all RPGs, the big challenge of the dungeon crawl is the resource-management exercise. The party has to juggle FP, HP, and possibly character points (if buying successes is allowed); ration abilities that have limited uses (like Luck) or that degrade with use (like Healing spells); and keep careful track of equipment, especially things like arrows, bandages, food, and elixirs.
If you want to have extended dungeon-crawling -- and the adventures in my campaigns have had this element to them -- then the key is to allow the PCs to have abilities that extend or bend the limits on resources. Some of the ones I've found useful, on top of the traditional spells for casters and possible cinematic martial-arts skills for warriors:
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The important thing is if you rule otherwise, you should go out of your way to make that clear to the players so they are prepared to occasionally fail fright checks. Quote:
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Woah. And here I thought GURPS was fairly anti-dungeon. There's a sidebar in Characters that sniffs at kick-in-the-door play.
I'd almost decided that what that sidebar meant was the "giant dragon in a 10-foot room" semi- or totally-random dungeons, and that a giant underground complex stocked with monsters, traps, and loot was okay if it had a good plot, not just one of those "find the mystic wand of eye pokeage" quests. And now here's the Line Editor hissownself saying that dungeon delving is perfectly okay. That has relieved me of a whole lot of stress about maintaining a gigundous plot with more threads than the FSM has noodly appendages. If I can blow off steam by cribbing from my collection of adventure magazines, then that's fun for me too. Thanks! TWK |
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If I were starting a campaign right now -- and not running my existing one -- I'd be tempted to run a dungeon-smash game. Between my health and my work hours, I have neither the time nor the energy for complicated plots just now.
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GURPS Hack 'n' Slash can be quite fun. Since the combat system has quite a bit of detail, you're using tactics other than "I whack him with my greatsword!" The things I most noticed:
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I've always wanted to run a GURPS Xcrawl game. Xcrawl is sort of like WWE meets D&D. Big over the top adventures that are planned out by in game Dungeon Masters. Seems like it would be lots of fun.
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I've always included dungeon crawls in my GURPS fantasy campaigns, and they've worked out well. I typically would alternate between some good old fashioned dungeon crawling (monsters, trap, monsters, trap, treasure) and some NPC interaction above ground. Don't just hand the PCs the dungeon, make them have to find it by talking to the right people, etc.
I'm building a new fantasy world now in fact where I plan to "borrow" some adventures from That Other Game system ;-) I intend to have plenty of high fantasy dungeon crawling in it as that's what I've had a hankering for for a while now. Bobby |
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There really needs to be an official GURPS 240-page hardback on this. I'd pitch it if I had any expectation I'd have the time to write it.
But I don't. But GURPS really needs it. And it would sell. |
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I think I own four different books about the theory, design, and execution of dungeon crawls, dating back to AD&D 1e. I own all four because all of them bring something new to the discussion, and yet none of them have some of the totally awesome useful tidbits I found in GURPS Egypt and GURPS Undead, and I don't think any of the above mention that chinese emperors tomb with the lake of mercury and IIRC even loaded-crossbow traps (Which admitedly had rotted away to uselessness).
I would expect a GURPS book on the subject to deal with REAL "dungeons" of the type adventurers are actually likely to explore, from the catacombs of Paris to Egyptian pyramids to the above-ground necropoli of New Orleans (which are just begging to be turned into a location for a modern dungeon crawl). Also actual subteranean living spaces, rather than burying spaces - fortresses and mines are the only common things I can think of, but I think there are at least a few instances of modern humans not only moving into cave systems, but altering them and expanding on them (building houses over the fronts, leveling floors, etc). ANd of course "dungeons" don't have to be underground. Anywhere you can restrict the players choice of direction of travel (and usually line of sight/line of fire but there are fun things to do with that) is a dungeon. This is probably why DMs traditionally get a little flustered when their players bring mining picks and start breaking through walls. |
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- monsters (yes, including wandering monsters) - loot (including random generation) - traps and tricks (including a big-ole table of modifiers to combine when building traps) - unlocking and bashing down doors, with examples and lock difficulties. - dungeon construction, both realistic and modern gaming style. Examples of play running from self-aware dungeon bashing (The Order of the Stick, Another Day Another Dungeon) to more realistic crypt robbing. Historical looks at underground complexes and their uses. Expanding the dungeon to non-fantasy environments, as a one-off (the supers get dumped in a dungeon crawl) to a whole environment (Doom). - disposing of loot - expand a little on BASIC SET for selling off loot and replacing your own loot. - templates for dungeon-bashers, scaled up and down from "realistic" to "all the mages have extra pools of mana and Fatigue-only Regeneration and the fighters all start as Weapon Masters." - heck, even have pre-made equipment packs, with cost and weight, for grab-and-go adventuring. If it worked for Rolemaster Companion I, it'll work here too. Specialist dungeon gear would help, too. I can see filling 240 pages easy. It's a big topic, and if it is done with a real love of the game type - not "well, if you REALLY want to be racially motivated thugs murdering dungeon-dwelling creatures for their money, I guess we'll help" but "this is why this is fun and cool" - it'll sell widely. It'll get based for trying to "do D&D" but who cares? That's a valid playstyle, and people can and do play this way with GURPS. Help them and sell them a book, maybe get some of the guys who play D&D because it's got all this stuff done for them over to GURPS by giving them the same ready-made tools for play. |
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Bill Stoddard |
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I don't hold much hope, but I've sent in a query letter on this very topic. I figure I have to give it a shot. It's such a great idea.
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Whoa... I'm either a near-pervasive power, or plain political persuader ('demigoddery' or demagoguery*)... Just Kidding! :) My thought was that including more than a few pages devoted to statting such things seems contrary to the general marketing philosophy shown in the books published so far. Especially monsters, which I would think would be constrained by the prospect of a new edition of Bestiary. Loot might be more open to expansion in such a book, but still... the discussed Low/Fantasy-Tech would subsume a lot of the pertinent material, wouldn't it? Quote:
* Sorry Mr. Mencken... I didn't see you standing there :( |
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I think this is a very good idea for a sourcebook, but I'm more than a bit skeptical of this either deserving or justifying 240 pages. As Sean has said, the rules you'd need are already totally covered in the Basic Set, just split up a bit. So this would be a pure advice/genre book for a "genre" that's about as shallow as they come. I'd expect it to come in closer to 40-60 pages. This sounds like an e23 product to me... and one that I'd readily buy if done well.
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Designing combat oriented encounters is another thing - how to structure them, crowd control, designing encounters based on party capabilities, etc. Quote:
An example from World of Warcraft, for I am a total addict. You can learn to ride a very fast flying mount (a gryphon, a small chimera, a small dragon, etc) but the only NPCs that will teach you the skill want to charge you a ridiculous amount of money for the training (5000 gold, which is an ENORMOUS amount of money). However, shortly after introducing this apparently impossible-to-achieve goal they also introduced some new ways of earning money to bring it within reach if you spent about half an hour a day for a few months on saving up for it. |
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But I suppose I should remind myself that I'm a WoW Raider. I essentially live and breathe dungeons; dungeon design, dungeon theory, dungeon tactics. I am by definition In The Minority. |
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Heh, I have an outline for 240 pages on my HD. It's most of 5,000 words, which is a big outline. Looking at it, my worry would be not bloating to 256 pages . . .
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Weren't Masada and other mountain fastnesses backed up by cave systems?
Kind of like a Helm's Deep in the desert, surrounded by Roman legions, and with a grimmer outcome .... TWK |
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The only recent and active (almost wholly) underground town I know of is Coober Pedy in the australian outback, where they are mining opals and it's just too damn hot to live above ground (and when they are digging most of the time anyway...). They even have underground churches, which might be the location for a dungeon crawl. :D |
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Plus, the crunchy bits will easily fill the book. These would be spells, equipment, magic items, monsters, plus GM aids like generic locations and stock NPCs (see the d20 Star Wars Galactic Campaign Guide for what I mean). One could easily write the one guide that Some Other Company wishes it wrote for Some Other Game. |
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I'd love Gurps: Dungeon Crawl. I've wanted to try a decent 'classic' hack-em-up, but D&D is still just an MMORPG in homework-form for me to bother with it.
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If it ever does get made, it should be called "GURPS Dungeoneer"
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Filling 240 pages isn't the problem. Filling only 240 pages while covering the topic in enough detail is. |
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The one thing to avoid is that some of the magic spells can make things a bit too easy in GURPS. We banned invisibility, for example. Also, you have to think carefully how monsters will convert. D&D is full of critters that do very low damage in GURPS terms and due to GURPS DR stopping hits, you have to either not use them or be creative. For example, my carrion crawlers use grappling to pull off a helm before paralyzing, while my cubes and slimes took some careful thought to figure out how they worked. We used full tactical combat for some crucial encounters and GURPS really shines in those areas, where all the rules for weapon reach, etc. work nicely in a confined space. |
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Great ideas from Dr. Kromm! I especially liked the 'quick alchemy'...
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EDIT: Also, your clerics should be able to concentrate healing on the warriors anyways, as the warriors should be taking the lions share of the damage. The clerics however won't skimp on healing the mages or archers or whatever, however, because they're doing most of the damage and therefore control when the combat ends (if it's a fight to the death, which it usually is in a dungeon). The faster you kill the enemy, the less healing you need to do at all - if one of the mages draws aggro, you want to keep him alive until the warrior can get aggro back. If you loose your fire support, your fight duration could double or tripple, requiring you to burn far more energy keeping the warrior(s) up. |
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An elephant has SM +3 and spell costs are ×4 on him. He has 45 HP. To heal his full 45 HP requires 24 FP worth of Major Healing (45 HP requires only 12 HP of healing, because healing is ×4 for high HP, and 12 HP of healing cost only 6 FP, but that's ×4 for size, for a net 24 FP). In both cases, the actual FP:HP ratio is 1:2, but restoring the elephant to full HP is very costly and requires six full-strength Major Healings -- five of which will be at penalties for repeated castings, unless you have piles of healers. However, the elephant got his ST and HP and 30% off for SM. A man with SM 0 but 45 HP didn't get the discount. Since he paid full price, he presumably gets some benefit. The benefit is that he doesn't suffer the downside of high SM. Thus, healing him 45 HP requires only 6 FP of Major Healing (45 HP requires only 12 HP of healing, because healing is ×4 for high HP, and 12 HP of healing cost 6 FP). This represents warriors being hardy, which is part of the archetype. |
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Now, the wizard can still blow his cash on an enchanted Staff ($40) with a 9-point ($1900) dedicated powerstone (18 energy for spells cast through the staff). However, in a normal mana zone those points come back slowly - one point of the base energy per day so in any one excursion, once the energy is used it is gone. Unless the party is willing to bail every time the mage's stone runs dry, and wait a week before returning the stone's a limited resource in the shorter term. Last time (over a decade ago) I participated in a fantasy game with a professional adventuring mage, he bought a whole bunch of small powerstones, and didn't even try and recharge them until he got home after a 'job'. |
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I'd probably be okay with Signature Gear. The number of unremovable family heirloom items on Baldur's Gate NPCs might be influencing me here, but it does seem to be a common enough occurrence in hack n' slash fantasy. Actually, I kind of like the idea of all wizards' staffs being Signature Gear that somehow find their way back unless forcefully broken. (Gee, where did that thought come from?)
But I'm in agreement on Wealth. I think it's fairly meaningless . . . along with most social traits. Dungeon crawling does "societies" about as well as it does "ecologies." |
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I didn't go so far as to outright ban it, but I did change it somewhat. IMC, it more closely resembles the same spell from The Other Game. It has the Fringe effect (from Powers p57) and it automatically dispels after the Invisible character attacks. I find that works a lot better. |
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If you know the spell yourself, you can cast it to "recharge" an appropriate vessel. Costs 5 fatigue, means you can do it every 25 minutes when you're resting. Incidentally, if a Manastone is put into a wand, it simulates Wands from That Other Game very well. |
Kilopoint fighters: what to spend it on?
I've been looking into how to do these things myself lately, and there's something I'm wondering about. I know I'd personally much prefer an advantage-based magic system for this. And I've figured that a very-high-level wizard from That Other Game can easily come in at some 2000 points.
Now, what I'm wondering about is how to build a fighter-type character on so many points, particularly one that doesn't use magic, divine powers, ki, psionics, etc. Even with high attributes and all kinds of cinematic abilities I'm finding it hard to fill much more than some 500 points for a "mid-level" and 1000 for a "high-level" fighter. Any suggestions for expensive stuff? |
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Mages at 18th+ level are almost an order of magnitude more powerful and versatile than Fighters. If I was simulating That Other Game, I'd just accept that if I wanted character point parity, high-level Fighters travelled with mid-level mages, and if I didn't care about point totals, the wizards were simply worth two or three times as many points as the warriors. But as for suggestions on how to spend CPs for a powerful warrior, I'd suggest the following: Some method of imbuing every weapon he wields with extra damage, Armour Divisor and minor magical effects. Done with Innate Attack (ST-based). IT: Damage Reduction Luck (Aspected: Combat), several levels. Resistant (Immune) to a lot of things. HP, some DR and ST. Mastering every sort of weapon and skill which could conceivable be connected to combat. Mastering every unarmed style. Extra Attacks. |
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One solution is to be aware of it and avoid making characters which hover just below a beneficial breakpoint. A character with Weapon Master and DX+0 level in 10 different weapons may cost more points than one with Weapon Master and DX+2 in his primary weapon, but only the one with DX+2 level enjoys the bonus on damage from Weapon Master. |
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Enhanced Parry, Dodge, and Block (you of course already have Combat Reflexes). HT. Hard to Kill, Hard to Subdue, Resistant. Magic Resistance. Injury tolerance: Damage Divisor. DX of course. |
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Would you believe I was already incorporating most of these? Having a lot of skills does manage to drive things up more I thought though. And thanks for pointing out ST-based innate attack; should be able to do some nice things with that.
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They do, somewhat (though parts of the modules simply don't turn up in the original novels at all). However, IMO, the problem isn't the modules' alone - the problem is when you get a GM who also wants to 'play the novels'. That's when things get really dire.
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Wasn't it the other way round? That the first novels tried to follow the existing modules as close as possible until the authors realized that wasn't such a good idea and deviated from them more in the second and third trilogy?
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It's still an order of magnitude faster to recharge than a Powerstone. |
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For sure, but you really won't want to get bounced during or just after the recharge.
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i know this is thread necromancy, but do any of you have files on ready-to-go dungeons?
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I just use off the shelf modules for that other game (which features both dragons and the topic of this thread!) ;-) or any others I come across. You could also search online but your best but will be to pick up a cheap pre-built dungeon adventure from your local gaming store.
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1) GURPS combat enhances anything that is combat. I foam at the mouth when I am forced to do more than 30seconds (real time) of combat in any edition of D&D, I can't follow FUDGE's combat... and anything BEER/SAKE engined is too silly to count here. 2) To judge by the nervous breakdown my GM has from time to time, traditional dungeon traps are a bit tricky. 3) GURPS has a poor selection of ready made dungeon fodder in the current edition and I've yet to come into possession of, or even see, a 3e book that contained much in that regard. Be prepared to do some clever converting. Flavourful differences: 1) no classes, thus parties can be varying sizes based on a combination of point total and exact point spending rather than a default assumption of a particular arrangement of a specific number of specific classes of exact levels 2) more options. It's easier to have a wider variety of races for example. which leads to the fun of coping with a character who can fly like you or I would walk rather than through some finite spell... difficulties the player has to cope with because they've got hooves (I've a centaur and faerie). There was more but something distracted me and derailed my thoughts... oh well... I think I gave the general idea anyhow. |
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I once did a conversion of Queen of the Demonweb Pits for use in my GURPS D-Hoppers campaign. The biggest problem I came up against was a difference in expectations. In a D&D campaign, each encounter is an opportunity to gain XP and maybe acquire some treasure or useful stuff; so the module is full of encounters.
My GURPS group was more interested in achieving the goal and quickly came to regard the wandering monsters, and even any room that was not necessary to getting from Point A to Point B, as an annoyance. I wound up fast-forwarding through the "Demonweb" portion of the module because the players pegged it as filler, just marking time until we got to the Big Boss Monster. Maybe if I had given them something for each spider they squished, as they would have in a D&D game, they would have attacked them with more gusto. But GURPS is not as prodigal with its CP as D&D is with XP. Because of the nature of the campaign I had ported the scenario into, Gold Pieces weren't as important as in a regular dungeon crawl. And there are only so many Magic Items I can pack into a dungeon. As it was, I had to do some re-adjusting on the fly. Which was not bad in itself; that's how I usually run GURPS games anyway. |
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Another approach is to give out an M&M or other small candy for each monster killed. The last time I ran a traditional dungeon crawl, I had a bowl of mini marshmallows and ate one each time they killed one of the monsters. The look of dawning horror on my players faces when they made the connection "Oh GOD, we're just rewarding her with sugar when we kill things!" was kind of funny, but it points out that there can be other kinds of rewards. |
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What starting character point levels do you feel works best for a GURPS dungeon crawl in the spirt of the other game? Standard 150/75 or something higher, like 250/75 or more?
A large number of advantages were mentioned as being key/very important/useful, and having a character with many of them I think would push a character above the standard 150/75 level. Then there are attributes and characteristics, not to forget skills. The list of advantages that have been mostly discussed fit your front line meat shield character type/ How would the suggested list of advantages change for other specialist character types (e.g., mage/wizard, healer/cleric, sneak/thief/rogue, etc.)? Or maybe a more basic questions, do most players try to recreate the "traditional" specialist types/classes or do they opt for the GURPS jack-of-all-trades type (e.g., a sword wielding armored mage who can throw a fireball, heal people, and pick pockets)? |
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