Wealth in DF
As dungeon delving needs to be a relatively lucurative field for a variety of reasons, how does such changes in ammount of money relate to wealth advantages and disadvantages?
It seems that haveing little money to start with makes the most sense as to make enough to say justify healing potions and the like you will quickly make enough money to get 1000 worth of gear. Also with say weapon bonds and getting new magic swords can you transfer it? Enchantment of such things can take an very long time after all. |
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Again this is not so much a problem in many games as you often don't get such incomes in other games. edit: For example you want to make a fencer, so you take the rapier from martial arts that can cut and thrust, it starts as 1000, it weights 3 pounds and so you make it unbreakable(now 9000), it needs to get through armor so you add penetrating (14000). That is 28 points in signature gear right there. Now the guy who finds it is in luck as they have an extra 28 points for skills and atributes. So he spends them on his rapier skill and kills the guy with the good swords and loots his body. |
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It's Signature Gear; I'm not overly worried about breakage, assuming I play intelligently, because I've spent points that say my GM should give me a chance to get it repaired if it breaks through no real fault of my own. If I make a point of always parrying the Ogre's two-handed clubs with it, I deserve to have it break. I'd probably make it Fine (again, using the Dungeon Fantasy rules) for a final cost of $4000 - and a swashbuckler starting with an 8-point Signature Gear sword is perfectly rational to me.
As for penetrating armor, spend those points on more skill (or Targeted Attack techniques) in order to aim for chinks in armor or go for the eyes. Starting adventurers shouldn't have too much need for a Penetrating weapon anyway, and experienced ones can either take the time to intimately learn the balance of their new magic sword (by spending another point for Weapon Bond) or else just live with the fact that they've lost +1 to skill. If it transferred from weapon to weapon, it would be no different from +1 skill, for 1/4 the cost - and that's silly. |
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And why are 250 point characters thought of as starting? 250 points is plenty to face things like Golems and other high DR things. Look at the dual golem swordsman from Dungeons, a swashbuckler with out a penetrating weapon is so pointless against him. Quote:
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Hats off to a truely evil GM. |
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As for swashbucklers being pointless, if you're referring to the Golem-Armor Swordsman on page 24, anything shy of a Barbarian is going to have trouble piercing his DR straight up. However, his armor has chinks, the golem has eyes (and is specifically described as apparently having the normal human vulnerabilities in the head and vitals), and any Swashbuckler worth his salt is going to be aiming for one or the other. I wouldn't call a Penetrating weapon a 'requirement' by any stretch. Quote:
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Everyone gets better equipment over the course of the game, so unless you make it so that the equipment guy still has equipment an order of magnitude more valuable than everyone else, he made a bad decision. |
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The difference is that SG buys the adventurer this guarantee: "the GM's word that he won't often be without it." A found sword -- even Excalibur -- is fair game for quickling pickpockets, Disintegrate spells, and random "items that fall down the well when you jump" rolls. SG is not. Your dad's fine rapier might not be a fine, balanced, Defending Rapier of Piercing, but on the other hand, you'll always have it. If you don't think your GM is evil, and you're willing to roll the dice on it, just avoid SG and trust in your ordinary gear. SG is there for paranoid players who consider "I have a rapier, even when we're stripped naked and being fed to Cthulhu" to be a crucial ability; it isn't merely a cash substitute.
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It really is no different than buying it as an innate attack. |
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I would not let the SG gear go that far. If you are captured and naked in a jail cell you still don't have the rapier. But the SG means that your captures have not fed it to a rust monster of flung it down a pit. It is around somewhere and recoverable at some point during the escape, even if none of the other player's gear is.
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Exactly. The guard outside the cell bought it from the quartermaster, and you just have to mug him after you escape from the cell to get it back. Or it's on the rack down the hall and around the corner, behind the captains bench. Or someone's mounted it on a plaque as a trophy and hung it in the hall. It is nigh unbreakable because it won't get targeted by an ogre looking to sunder weapons, or a rust monster looking for breakfast, or Explosion spells, or evil shape metal attacks or whatever. If you deliberately poke the rust monster with it, it still goes blooey. If you try (and fail) to parry the tree, it probably breaks. And don't use it as a crowbar either. |
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That is what I'd call a very failed parry. |
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Points in SG or just ordinary cash are a lot like points spent to buy success (p. B347) or a flesh wound (p. B417): they don't really give you any long-term power that will evolve and grow with your PC. However, they might well buy you the opportunity to still have a PC who can evolve and grow. It's up to you whether you think this is a good investment. It's a lot like "What's better? $1,000 on a new cardio machine or $1,000 in my IRA?" If you die of a heart attack at 45, you might have wished you had worked out more . . . |
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Can you buy a pet as SG?
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A pet is reasonable SG if all you want is a trained animal that costs money. I'd buy a cool pet as an Ally, though . . . that's both cheaper and closer to what most gamers expect from animal companions.
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I once bought a mule as SG. It was a very good mule.
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Hmm, you also need to spend the points to raise your level of signature gear if you get signature gear enchanted.
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*Not that I haven't had a number of Impulsive, Overconfident, or even On the Edge PCs in games... but those are characteristically stupid risks and I expect PCs with any of these traits to occasionally do dumb things. |
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Just to wander back in the general direction of Wealth in DF. Is there a reason that neither the Holy Warrior nor the Knight have Wealth listed in their Templates? I would think that both of them (but especially the knight) would have a need for it to cover the costs of their professional gear. Seeing as it (and the presence of Savior-Faire (High Society) ) are the short-hand for status in DF, Wealth would seem to fit either template as well.
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The recommendation in the templates is to buy extra gear for them using Signature Gear or 'points for cash', IIRC.
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Nothing says you can't scrounge up points and buy Wealth for anyone, really. But as far as the templates go, it's only given to the roguish social engineers (bard and thief) because I was looking strictly at the buy/sell angle. In dungeon hacks -- as opposed to in semi-historical fantasy -- making deals is the job of roguish types. Knights are indeed just fighters with the name changed to avoid hard feelings; even knightly knights are essentially knights errant, ronin, etc., and probably stuck with the gear on their back.
I guess I'll admit that I was taking a moderately hard line on niche protection, doing things like leaving Survival off "urban" templates and only giving Wealth to "rogue" templates. As SJ himself pointed out, "Really, a party only needs one guy with Wealth, the way these rules work." Exactly. And that guy ought to be the main reseller, who will likely be the bard or thief. If the knight could do as well, he'd steal the spotlight from these other guys even in town, when he's already going to be dominating 3/4 of the action in the dungeon by hacking things to death. I wanted the weaselly town-dwellers to have some edge! I think that a genuine knight, with social backing, horse, armor, etc., would be an interesting template -- call him "landed knight" or "knight of the realm" or something -- quite different from the generic one. I'm not certain that it would be the most useful template on a dungeon hack, but who knows? The 11 templates in Adventurers represent a considerably pared-down list. Had I infinite space, I'd have included other concepts from my original hardback outline: an artificer, an assassin distinct from the scout and thief, a beastmaster distinct from the barbarian and druid, and a scholar distinct from the cleric and wizard. Also, I wouldn't have merged what my notes called the knight and the swordsman. The former was closer to a real knight; the latter, to the classic fighter. I chose "knight" over "swordsman" (probably better called "man at arms" or something) to name the template because "swordsman" could easily be mistaken for "swashbuckler" (and "man at arms" lost for being too long). |
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Cool he gets to make new characters for every game. |
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A good GM tailors the encounters to the party and doesn't just keep uping the power without regard to group dynamic. The point here is to provide a deterrent to death so that players don't just kill their characters off when they want to play something new. |
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So the good GM reconfigures an established Enemies abilities to conform to current party configuration? |
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I think I will just get rid of Signature Gear, and bump up the rate that points can be converted into cash to the rate of signature gear. The idea that signature gear is harder to remove from a character than the characters own limbs is just wrong.
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Also the rate that points get turned into cash is twice as high as if you just use points to buy cash. So it is very foolish to put points into cash to buy anything that is significantly expensive because you get something that is harder to remove from the character than say their sight, and it costs less points. Also think of the fun if a character looses their dominant hand, now everything gets off hand penalties. |
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But the whole point of the Signature Gear advantage is that it provides plot protection, just like the while point of the DR advanage is that is protects against mundane attacks. It works best in some styles of campaign, but the same goes for most traits.
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*Yes, I know he's switched in more recent movies. |
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Hmm, does Bond have Signature Gear(Genitals)? Because he would not be the same if he acquired the eunuch disadvantages |
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Jack Sparrow's hat is another excellent example of Signature Gear in action. He loses his hat early in the film, even spends some time looking for a replacement (and can't quite find one he likes), then - through the most improbable of means - gets it back. Because it's his hat. Of course, getting it back also involved getting eaten by a giant sea monster. Nothing says the GM always has to be NICE about giving you your SG back. Them's the breaks. |
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You can't assume that just because the same points buy everything -- mental gifts, physical capabilities, racial stats, learned abilities, gear, etc. -- that it's valid to compare across categories. Beer, investment counselling, lottery tickets, massages, paintings, televisions, and vacations can all be bought with dollars, but comparisons are at best shaky. Some are goods, some are services; some are certain, some are outside chances; some are durable, some are consumable. Points are like dollars here. It isn't valid to say "X points in Signature Gear has to compare to X points in some innate trait." SG addresses one fictional trope while physical advantages tackle a completely different one, even if the two (say, a sword and claws) can be put to similar uses and are bought with the same currency (points).
My point is that it's fine to hate SG and not use it, but don't do so on the grounds that its terms and conditions (external, item in principle purchasable with cash, plot-protected) are different from those of physical traits like Claws or Infravision (innate, not purchasable for cash in the setting, can be crippled). Do so on the grounds that you don't think it's good for PCs to buy short-term insurance to keep them alive in the long term, because you, the GM, are willing to extend the promise of survival regardless. Quote:
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As a GM, you're within your rights to tell your players "I want to destroy anything you own, so you can't buy SG". You can forbid any advantage in the basic set. But it's extremely appropriate for cinematic genres, where gimmick characters are not only acceptable but encouraged by established genre conventions. |
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I, for one, will be happily sitting over here with my mage and his 'Signature Gear: Fine Elvish Mail Shirt (Power Item) [4]'. |
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Probably Cosmic Payload with big limitations (swords only, optionally gadget limitations based on a trench coat). |
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Seriously in 5th edition, they should just drop Regrowth. |
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Sam (dog in a trench coat): Say, Max, where do you keep that gun, anyway? Max (naked bunny): None of your damn business. |
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Why does this thread remind me of Monty Python's Argument Clinic?
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Regrow is then pointless. There is no effort involved in the restoration. |
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So yeah, if I were GM and a character whose schtick was all about magic sight or having cat's claws or what have you, and they got maimed, I would probably make it just about as easy for them to get these defects healed in fairly short order as it is for the owner of some Signature Gear to regain the gear once lost or broken. So in a DF or other Fantasy campaign, they pretty rapidly find a cleric with the right spell, and have just about the right amount of coins for the fee. In a Cyberpunk game, they get a good deal on the appropriate cyber-prostheses, and I wouldn't even dream of charging them earned CP for getting rid of One Arm or Blind or whatever disadvantage they temporarily had. On the other hand, if the maiming doesn't really interfere with the character's schtick, and even potentially makes them more interesting, I'd probably make them try harder to reverse it. E.g., let's see just how good Ragnar can get as a one-handed swordsman, can the martial artist learn Blind Fighting to a high enough level quickly enough to remain an effective member of the party, and so on. |
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1) If they're spending points on a one-off basis to avoid crippling instead of buying Regrowth, that's an open-ended point sink, and they'll keep spending points on staying whole rather than on other things. 2) If they haven't bought Regrowth and they're not spending points on avoiding crippling, then there is effort to get repaired. They'll have to go to whatever trouble is appropriate to the campaign to receive the exceptional healing they need. |
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Hmm, flesh wounds and executions can make things interesting. Falling guillotine, flesh wound, drop it again. |
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Man... did you get bullyed by a Signature Gear during high-school?!?!?
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If the GM doesn't want to run a cinematic game (which, by at least some definitions, does not handle PCs and NPCs mechanically identically), then he disallows cinematic Advantages like this. |
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I would also say for certain builds it would make a lot more sense to use that approach as well after all James Bond gets shot at quite frequently and left in various death traps routinely without every seeming to suffer even moderately incapacitating wounds or serious injury. That doesnt however mean that regrowth is worthless after all not every character is James Bond nor is every campaign that features powers cinematic enough to use the various trading CPs for X effect rules. A species with moderate regeneration and regrowth for example might be the dominant military power in a campaign world for instance for their ability to recover quickly compared to other races. Of course sometimes burning the C.P. wont actually solve the problem you are facing for instance lets say the lich you killed in an adventure had on him a very cool pair of gloves that gave you all sorts of nifty abilities initially but after a few weeks with them on you notice that you can no longer remove them and the side effects are getting pretty pronounced. With regrowth you still retain that option of cutting off your hands to get out of the trap your in without hopefully long term detriment. Without your prognosis is less optimistic. That also doesnt get into the fact that regrowth with high levels of regeneration is both a more durable defense and more intimidating to witness most times. Burning C.Ps. to prevent wounds gives a more recognizable target number for a DM or player to hit to burn out the defenses. Finally of course having the regrowth power as opposed to simply keeping points in reserve would also allow you to use power stunts with your regrowth during the course of the game which very well could expand its function and utility significantly[/QUOTE] Quote:
Take the guillotine example in order to get to the point where you might shrug off the first decapitating blade strike your character is already in no position to actually stop his eventual death or to keep the executioner from simply dropping the very heavy and sharp blade on him one more time. Not exactly the most entertaining course of affairs unless a right after the last second rescue is in the works which sounds pretty cinematic to me. |
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And what is more, if the GM is allowing signature gear and the party is taking advantage of it, it may very well be the case there are reoccuring villians are taking advantage of it as well.
GURPS treats PCs and NPCs as mechanically the same, and good and bad things can happen to both of them. |
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