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blacksmith 02-25-2008 09:54 AM

Templates in DF
 
If you are thinking about running a DF game, are you planning on useing templates?

Turhan's Bey Company 02-25-2008 09:57 AM

Re: Templates in DF
 
Yep. Quick and easy. Here's your genre-appropriate character; now go kill something.

dravenloft 02-25-2008 09:59 AM

Re: Templates in DF
 
I'm in the process of choosing the lens to apply to the race and "class" templates for my character in Ziresta's DF game.

kmunoz 02-25-2008 10:21 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
If you are thinking about running a DF game, are you planning on useing templates?

I did use templates in my DF one-shot, but not the ones in DF. I was trying to go for a "level 1 character" feel, and the templates in DF have far too many points for that. They're good templates, just not the ones I used.

KDLadage 02-25-2008 10:34 AM

Re: Templates in DF
 
Probably not. I showed them to a couple of casual players and their eyes bugged out.

Honestly, I have asked Kromm why wild-card skills were not the default, instead of an option in this set of publications. If you can, in Dungeon Fantasy, reduce the total number of skills you are dealing with to (say...) 15-25 or so with liberal use of wild-card skills then build the templates with those to keep them short and save space (as well as the number of numbers that need to be maintained) it would have been an improvement.

In my very humble, and easilly ignorable opinion -- expecially given that what I would like to see and what will sell are often very, very different things.

blacksmith 02-25-2008 11:20 AM

Re: Templates in DF
 
Oh I am not arguing against templates, I think that they are useful at least at giving good ideas what to think about, but I can not imagine using them rigidly.

DouglasCole 02-25-2008 11:24 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
Oh I am not arguing against templates, I think that they are useful at least at giving good ideas what to think about, but I can not imagine using them rigidly.


For me, esp since I use GCA, making a character is almost always an exercise in:

1. Get character description from players; figure out signature ads/disads.
2. Add a bunch of templates as appropriate for the character
3. Remove some of the default disads/ads adn replace with the "signature" stuff provided by the player
4. Ensure stat and skill levels are appropriate, color with info from description
5. Ensure point total is within 20% or so of target

Bruno 02-25-2008 11:39 AM

Re: Templates in DF
 
I'll be giving my players the option of template or no template, but I'll be encouraging the "off template" players to work with one of the templates as their baseline.

I'm not sure why KDLadages casual players were overwhelmed with the templates, other than the fact that they're for 250 point PCs. I will bet money that they'd find creating a 250 point PC without a template far more mind boggling.

KDLadage 02-25-2008 11:43 AM

Re: Templates in DF
 
Bruno: you are right, they would.

This was a group of old-school D&D players (who all get together to play Supers via M&M occasionally) and I asked if they would like to try some GURPS-flavored old-school dungeon delving.

They said they would think about it. I showed them DF1:A -- and they promptly said "no thank you" and that was that.

KDLadage 02-25-2008 02:16 PM

Re: Templates in DF
 
From Kromm in a Private Message:
Quote:

Originally Posted by Kromm
Quote:

Originally Posted by KDLadage

Can you tell me why a consolodation of the relevant 100+ skills you list were not condensed into a list (say...) 25 wildcard-skills, and then have the various "class" templates built using those?

My reasons were pretty simple (feel free to share them):

1. Wildcards only exist by reference to other skills and don't actually save you having to look stuff up; they just save space on the character sheet. In fact, because you have to do two steps -- look up what skills the wildcard covers and then look up each skill you're using -- wildcards are actually more page-flippy than ordinary skills. I didn't feel that cleaner character sheets were worth that steep price. (And yes, I could have described all the tasks in little essays for each wildcard so as to avoid the secondary lookups, but those would either have been too long and detailed for a brief PDF or so devoid of modifiers and details that the first half of DF 2 wouldn't have been worthwhile.)

2. Wildcards are big chunks and broad strokes. Frankly, if casters get to be defined by all kinds of funky little spells and powers, and ditto bards and martial artists with their keen special skills, then it's only fair for thieves and warriors to have similar room to customize and focus. While I didn't want to go whole hog with freeform point-build, the charm of GURPS is that it doesn't thrust a narrow class definition upon you. The way I did things, you can have a whole party of thieves, one focusing on doors and locks, another on acrobatics and cat burglary, a third on backstabbing and assassinating, etc. And to be blunt, that's what it takes to compete with all the feats and skills in That Other Game.

3. DF is in a way an entry point to GURPS, and wildcards don't teach GURPS. They're not a simplified concept but an advanced one. I don't think they're the best first exposure to the game.


blacksmith 02-25-2008 02:28 PM

Re: Templates in DF
 
As to wild card skills, I found Martial Artist to be one of the few wildcard skills that I would seriously consider using with a character.

PK 02-25-2008 11:03 PM

Re: Templates in DF
 
Honestly, to me, the templates are DF. The concept of extreme niche protection is perfect for the genre, so I'd enforce the rule that you must use the template as written, and can only spend the 5 points from your Quirks on any (appropriate) skills you want. So sure, Mr. Barbarian can learn Pickpocket if he really wants, but he isn't sinking 8 points into it. If it's that important, he can multi-clas... er, I mean, use a template lens from DF3. :)

Haven't run it yet -- though I'd like to.

Gavynn 02-25-2008 11:22 PM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
If you are thinking about running a DF game, are you planning on useing templates?

Yes. I would be open to having a free-form build, or deviations from the templates as the players feels appropriate for a concept, but at the core I'd use the templates.

demonsbane 02-26-2008 02:34 AM

Re: Templates in DF
 
Yes, I will change some values for secondary characters and NPCs using them, but essentially yes.

Indeed, before the arrival of Dungeon Fantasy, I had in mind a main high-powered PC Celestial Elf Holy Warrior-Wizard, so it fits enough well . . .

demonsbane 02-26-2008 02:39 AM

Re: Templates in DF
 
Quote:

Originally Posted by Rev. Pee Kitty
The concept of extreme niche protection is perfect for the genre, so I'd enforce the rule that you must use the template as written (...)

I can see the point there - and mostly agreeing. If you want to add later someone (PC, NPC) non-templated, at least it will be the exception, not the rule.

In that way, while using DF in an open and freeform (non-templated) way, it can mantain well the niche protection and intrinsic balance.

blacksmith 02-26-2008 07:04 AM

Re: Templates in DF
 
Quote:

Originally Posted by Rev. Pee Kitty
Honestly, to me, the templates are DF. The concept of extreme niche protection is perfect for the genre, so I'd enforce the rule that you must use the template as written, and can only spend the 5 points from your Quirks on any (appropriate) skills you want. So sure, Mr. Barbarian can learn Pickpocket if he really wants, but he isn't sinking 8 points into it. If it's that important, he can multi-clas... er, I mean, use a template lens from DF3. :)

Haven't run it yet -- though I'd like to.

He has to there is no advancement lenses(levels) to stay with in a class.

Kaldrin 02-26-2008 09:45 AM

Re: Templates in DF
 
If I played a DF game, you mean? Yeah, I'd probably intro the templates as the types of PCs available. I wouldn't just use them for DF though. They're pretty good templates for any relatively high powered heroic game.

dravenloft 02-26-2008 09:58 AM

Re: Templates in DF
 
Quote:

Originally Posted by Kaldrin
They're pretty good templates for any relatively high powered heroic game.

"[R]elatively high powered"?
Quote:

Originally Posted by GURPS Basic Set: Campaigns (pg 487)
Larger-than-Life (200 -300 points): [...] Typical of the professional adventurer who has already made a name for themselves.

Sorry. Don't grok it. Baseline heroic is 100-200. This is where other GURPS books place real world SEALS and other special forces types. It's where some of the champ MA guys are. 250 isn't really a lot. You can make a realistic character on this. If you don't want to make the universe work differently for the PCs than the bad guys it's the minimum for a borderline cinematic game, and too low for a full fledged one.

And if GURPS MA is any indication, I'd say that's the default system assumption too.

Sorry -- I really just have never understood calling so little "high". Ziresta's Space Opera with 400 - 750pt characters (those low ones being college professors and baristas) is high point and high power. I always giggle at 250pts as "ludicrously unrealistic" (which I seem to recall seeing once).

Bruno 02-26-2008 10:13 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
He has to there is no advancement lenses(levels) to stay with in a class.

uh, no, those aren't Levels and aren't synonymous with Levels. Those are lenses. You don't use those lenses to advance your character within your class - yes, there's no lense for "Barbarian/Barbarian" because that would be kind of dumb. You use the original template as a shopping list for more abilities, and the advancement chapter (that is ALSO in DF3) for "high level" abilities to layer on that aren't on the original template.

Have you read that section yet?

blacksmith 02-26-2008 10:18 AM

Re: Templates in DF
 
Quote:

Originally Posted by Bruno
uh, no, those aren't Levels and aren't synonymous with Levels. Those are lenses. You don't use those lenses to advance your character within your class - yes, there's no lense for "Barbarian/Barbarian" because that would be kind of dumb. You use the original template as a shopping list for more abilities, and the advancement chapter (that is ALSO in DF3) for "high level" abilities to layer on that aren't on the original template.

Have you read that section yet?

The point is then that how do you determine what is within a class for advancement. It was with the whole ridgid template that Pee Kitty was talking about that got me, how do you do advancement?

dravenloft 02-26-2008 10:23 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
The point is then that how do you determine what is within a class for advancement. It was with the whole ridgid template that Pee Kitty was talking about that got me, how do you do advancement?

1) The stuff within that class' template that you didn't take.
2) advancing the things you did take.
3) other stuff that you think sounds neat that your character has an excuse to have figured out how to do.

Kaldrin 02-26-2008 10:45 AM

Re: Templates in DF
 
Quote:

Originally Posted by dravenloft
"[R]elatively high powered"?

I use templates as a starting point, not the whole character. So, relative to most of my starting campaigns, 300-500 points is high powered.

blacksmith 02-26-2008 10:52 AM

Re: Templates in DF
 
Quote:

Originally Posted by dravenloft
1) The stuff within that class' template that you didn't take.
2) advancing the things you did take.
3) other stuff that you think sounds neat that your character has an excuse to have figured out how to do.

Now that is not very ridgid.

PK 02-26-2008 11:27 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
Now that is not very ridgid.

Disagree completely. The above boils down to "Only the things on your template, with rare exceptions if the GM is okay with it". That is significantly limited compared to GURPS' default of "anything whatsoever".

Compare it to going into one of those huge "Oriental Buffets" with 10 separate steam tables, and being told that you can only eat vegetable-based dishes from one particular table, unless you discuss your needs with the owner and he agrees to let you eat from one or two specific dishes that don't follow that rule.

dravenloft 02-26-2008 11:30 AM

Re: Templates in DF
 
Quote:

Originally Posted by Kaldrin
I use templates as a starting point, not the whole character. So, relative to most of my starting campaigns, 300-500 points is high powered.

Oh. Sorry. I just see 150+ called "high powered" and other such things so often out of some notion that the game is centred on a 25 or 50 point level that I took it to be referring to that and finally just had to ask.

PK 02-26-2008 11:31 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
The point is then that how do you determine what is within a class for advancement. It was with the whole ridgid template that Pee Kitty was talking about that got me, how do you do advancement?

A template includes about 300-400 points' worth of stuff on it, of which you only take 250! That's 50-150 points' worth of advancement right there. Also, you can raise your attributes and raise the basic skills associated with your template, for unlimited advancement.

Also, DF3 has another chapter called "Power-Ups". Those are specific new abilities available to each template. Personally, I think if I ever ran a DF game, I'd give everyone 275-300 points, allow Mixing Professions, but then restrict Power-Ups to those who didn't multiclass. In other words, a "Barbarian-Barbarian" would be someone who chose to not mix their templates, and thus had access to all the cool stuff under Barbarian Power-Ups.

Kaldrin 02-26-2008 11:34 AM

Re: Templates in DF
 
Quote:

Originally Posted by dravenloft
Oh. Sorry. I just see 150+ called "high powered" and other such things so often out of some notion that the game is centred on a 25 or 50 point level that I took it to be referring to that and finally just had to ask.

Yeah, I couldn't play 50 point games. I'd go crazy. If I wanted to sit down and hash out how a bunch of regular Joes acts in a given situation I'll write a short story. My minimum is 150 points. About half of my current possible campaigns run at 300 points.

blacksmith 02-26-2008 12:15 PM

Re: Templates in DF
 
Quote:

Originally Posted by Rev. Pee Kitty
A template includes about 300-400 points' worth of stuff on it, of which you only take 250! That's 50-150 points' worth of advancement right there. Also, you can raise your attributes and raise the basic skills associated with your template, for unlimited advancement.

The problem is many of those advancements are branching out not increasing in power.

blacksmith 02-26-2008 12:17 PM

Re: Templates in DF
 
Quote:

Originally Posted by Rev. Pee Kitty
Also, DF3 has another chapter called "Power-Ups". Those are specific new abilities available to each template. Personally, I think if I ever ran a DF game, I'd give everyone 275-300 points, allow Mixing Professions, but then restrict Power-Ups to those who didn't multiclass.

And your whole point is that you where disallowing multiclassing.

And those suggestions are not really in the format of a template.

Bruno 02-26-2008 12:18 PM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
The problem is many of those advancements are branching out not increasing in power.

... how is raising your attributes, levelled advantages, and skills, not increasing in power?

Quote:

Originally Posted by blacksmith
And those suggestions are not really in the format of a template.

Correct. I'm not quite sure what your point is, however.

I'm getting the impression what you really want is templates like "Barbarian, Level 2" or "Advanced Barbarian" or something.

If that's what you're looking for, I suspect you won't find it in the DF line. GURPS allows you to improve things one at a time rather than having to buy a whole bunch of items at once, and that's sort of a core concept.

blacksmith 02-26-2008 12:20 PM

Re: Templates in DF
 
Quote:

Originally Posted by Bruno
... how is raising your attributes, levelled advantages, and skills, not increasing in power?

Ah but you can only get so many of those, while you then start adding in things like axe mace for a sword fighter and so on.

dravenloft 02-26-2008 12:25 PM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
Ah but you can only get so many of those, while you then start adding in things like axe mace for a sword fighter and so on.

No you just keep raising sword skill. Or skill with another type of sword.

Examples:
1) Og the Fencer has Rapier skill 13. Now he has more points. Now he has Rapier skill 14. Now he has more points. Now he has Rapier skill 15. Etc.

2) Louis Rocksmasher is a swordsman. He has a 14 in Broadsword. Now he's got more points, so he puts them in, and has a 14 in Two-Handed Sword. Now he's got more points and puts them in, and now has a 14 in Rapier. Etc.

See? No worries. No one who was a swordsman had to take axe, mace, spear, bola, or toothpick skills.

blacksmith 02-26-2008 12:29 PM

Re: Templates in DF
 
Quote:

Originally Posted by dravenloft
No you just keep raising sword skill. Or skill with another type of sword.

But that is not in the template as an option. So if you are ONLY buying things in the template it is not available.

Kromm 02-26-2008 12:29 PM

Re: Templates in DF
 
Every non-template-built fantasy warrior I've seen spent 95% of his earned points on more ST, DX, HT, HP, FP (for extra effort in combat!), Basic Speed, Basic Move, and his core combat skills -- usually a sword skill (like Broadsword or Rapier), a blocking skill (Cloak or Shield), a missile skill (Bow, Crossbow, etc.), a couple of Fast-Draw skills, and a pair of unarmed skills (most often Brawling or Karate plus Wrestling or Judo). You can do all of that -- up to the usual limits on attributes -- completely within the templates of DF 1 and without any conflicts with the guidelines in DF 3. It still counts as "advancement within your template." DF 3 is quite unambiguous about this; see pp. 42-43.

PK 02-27-2008 07:26 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
And your whole point is that you where disallowing multiclassing.

What in the heck are you talking about? I just said that I'd allow Mixing Professions (i.e. "multi-classing") in any DF game I ran -- in the very post that you quoted!

Quote:

And those suggestions are not really in the format of a template.
And your response is not in the form of a question. What's your point?

Ah, nevermind. I now remember that you like to argue simply for the sake of arguing. I don't think I've ever seen you be intentionally productive with your debates, only accidentally productive. S'cool... enjoy yourself.

PK 02-27-2008 07:30 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
But that is not in the template as an option. So if you are ONLY buying things in the template it is not available.

Please provide a page reference for the DF template that mentions one and only one weapon skill. I just flipped through them and every single template mentions at least three melee and typically two or three ranged weapon skills.

(And note that statements such as "Choose one of the following four weapons" are intended for initial character creation only and that yes, if you were to go back and buy the other three weapons later on, you would most definitely be buying "things in the template".)

blacksmith 02-27-2008 07:53 AM

Re: Templates in DF
 
Quote:

Originally Posted by Rev. Pee Kitty
(And note that statements such as "Choose one of the following four weapons" are intended for initial character creation only and that yes, if you were to go back and buy the other three weapons later on, you would most definitely be buying "things in the template".)

And as you talked about buying the whole package you would be buying the other weapons, not buying up the weapons you used.

And I don't claim that DF states that this is the way it should be done, I am saying that the templates can not be as rigidly enforced as you are suggesting. For example you are limiting disads to what is on the templates as well.

Bruno 02-27-2008 08:05 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
And as you talked about buying the whole package you would be buying the other weapons, not buying up the weapons you used.

Yes. From the options listed on the template.

Quote:

Originally Posted by blacksmith
And I don't claim that DF states that this is the way it should be done, I am saying that the templates can not be as rigidly enforced as you are suggesting. For example you are limiting disads to what is on the templates as well.

Yeeees. And your point there is?

PK 02-27-2008 08:06 AM

Re: Templates in DF
 
Still waiting for that page reference . . .

blacksmith 02-27-2008 09:09 AM

Re: Templates in DF
 
Quote:

Originally Posted by Rev. Pee Kitty
Still waiting for that page reference . . .

My point was that charcters tend to specialize and limiting character to filling out their template does not generaly make them much more powerful

It would also be interesting to see what of the selected disads listed as allowable are actualy purchaseable by PC's because they appear on templates.

dravenloft 02-27-2008 09:37 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
My point was that charcters tend to specialize and limiting character to filling out their template does not generaly make them much more powerful

It would also be interesting to see what of the selected disads listed as allowable are actualy purchaseable by PC's because they appear on templates.

So, you don't add anything else from the template, you just increase those skills/advantages you bought with the template. Buy off disadvantages that came with the template. Boost stats.
There's loads of ways to improve w/o using a lens, or revisiting the template. Once it's applied the template as is has infinite room to advance without ever taking anything new.

blacksmith 02-27-2008 10:02 AM

Re: Templates in DF
 
Quote:

Originally Posted by dravenloft
So, you don't add anything else from the template, you just increase those skills/advantages you bought with the template. Buy off disadvantages that came with the template. Boost stats.

And that is not what was referenced. The orrigional thing referenced was buying options from the template that you did not at character creation.

dravenloft 02-27-2008 10:09 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
And that is not what was referenced. The orrigional thing referenced was buying options from the template that you did not at character creation.

Ok... let see if I understand you.
You want to create characters and advance them using templates.
You're unconcerned about advancing those things already taken in the templates using earned CP.
You appear to have some problem with buying the things from the template that you didn't buy at character creation.

What exactly is it you are wanting/asking here? Because to judge by the other replies you're getting I think it's safe to say this was not clearly communicated yet.

blacksmith 02-27-2008 10:16 AM

Re: Templates in DF
 
Quote:

Originally Posted by dravenloft
Ok... let see if I understand you.
You want to create characters and advance them using templates.

No I don't want to, I am wondering if others do. Some have talked about useing templates in a very ridgid maner, and specificaly referenced useing purchasing other choices as the main source of allowable advancement as most of the templates have several hundreds of points in options.

Quote:

You're unconcerned about advancing those things already taken in the templates using earned CP.
No I am against people using tempates to limit character advancement, espeicialy how rigid some seem to suggest useing them.
Quote:

What exactly is it you are wanting/asking here? Because to judge by the other replies you're getting I think it's safe to say this was not clearly communicated yet.
I started wondering how people would use tempates in their games, and then objected strongly to certain of the suggested ways.

Taliesin 02-27-2008 11:13 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith

I started wondering how people would use tempates in their games, and then objected strongly to certain of the suggested ways.

Ah, so when we use templates in DF to emulate that other game we are having bad/wrong/fun. Got it.

See, here's the thing. There are a lot of players out there that won't touch GURPS with a ten foot pole. I joined that group after 4th edition came out. But the templates in DF make the game playable with a minimum amount of pain. My group has now played four sessions of GURPS using DF and we did a blind vote after last Sundays session and voted 100% to stick with GURPS and not go back to 3.5. This is quite an improvement from a December when one of the group wanted to run a GURPS: Resident Evil game and three players (out of six) said, "No GURPS".

dravenloft 02-27-2008 11:15 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
No I don't want to, I am wondering if others do. Some have talked about useing templates in a very ridgid maner, and specificaly referenced useing purchasing other choices as the main source of allowable advancement as most of the templates have several hundreds of points in options.



No I am against people using tempates to limit character advancement, espeicialy how rigid some seem to suggest useing them.

I started wondering how people would use tempates in their games, and then objected strongly to certain of the suggested ways.

Ah I see.

Well, yeah, some people do some illogical things with the mechanics (to my way of thinking.)

As written though even strict/rigid adherence to the templates you advance the skills/advantages in the template. Purchase those skills/advantages suggested by the template that you did not purchase in the first place. Use the advancement options later in the DF3 pages. Or apply a new lens for "multiclassing". Also buying off template disadvantages.

Advancing within a template can be done without ever taking something outside the templates (save for lenses if they're allowed by the GM).

I happen to like the templates, and for a pure beer & pretzels hack & slash DF game would use them as written (so would my GM I presume... right Z?).
If I were using DF to conver a more roleplay heavy D&D game then I'd use the templates as loose guidelines.

blacksmith 02-27-2008 11:33 AM

Re: Templates in DF
 
Quote:

Originally Posted by Taliesin
Ah, so when we use templates in DF to emulate that other game we are having bad/wrong/fun. Got it.

Wait what other game makes fighters branch out into new weapons instead of advancing in their current weapon?

The only one that comes to mind is providence that made you learn related skills at lower levels to advance a main skill.

ziresta 02-27-2008 11:55 AM

Re: Templates in DF
 
Quote:

Originally Posted by dravenloft
I happen to like the templates, and for a pure beer & pretzels hack & slash DF game would use them as written (so would my GM I presume... right Z?).

Yep. The only thing I'm thinking of doing a little differently is giving you 300-350 points to start with since I'll so likely have so few players. If I had more, then I'd just use them at the recommended 250.

Quote:

Originally Posted by blacksmith
Wait what other game makes fighters branch out into new weapons instead of advancing in their current weapon?

They don't have to. Read the bit about Skills and Spells on page 43 of DF3. While I would certainly not recommend it, if a player really wanted to they could just keep putting points into the same weapon until the GM cried "Enough!" If the GM ever did.

PK 02-27-2008 11:56 AM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
Wait what other game makes fighters branch out into new weapons instead of advancing in their current weapon?

I don't know of any game that does that, including GURPS, GURPS DF, and GURPS-DF-where-people-can-only-buy-stuff-within-their-template. What exactly are you referring to? Because I just skimmed the past five pages and didn't see a single post that would be applicable to the reference you just made.

dravenloft 02-27-2008 12:31 PM

Re: Templates in DF
 
Quote:

Originally Posted by blacksmith
Wait what other game makes fighters branch out into new weapons instead of advancing in their current weapon?

The only one that comes to mind is providence that made you learn related skills at lower levels to advance a main skill.

No system that I know of.
GURPS doesn't make you do it. Neither does AD&D.
Both have mechanics for it.
Fighters in 1e and 2e AD&D can either gain bonuses by further specialising in their weapon of choice iwth their new WP slots, or gain new WPs.
GURPS allows you to buy more skill with the weapon of choise or buy new skills.

I don't know any other systems that have weapon skills. OH! D20... same thing... buy new skills or add ?points? to the existing ones.

blacksmith 02-27-2008 12:56 PM

Re: Templates in DF
 
Quote:

Originally Posted by ziresta
They don't have to. Read the bit about Skills and Spells on page 43 of DF3. While I would certainly not recommend it, if a player really wanted to they could just keep putting points into the same weapon until the GM cried "Enough!" If the GM ever did.

And that was not what I was responding to.

sjmdw45 03-04-2008 05:18 AM

Re: Templates in DF
 
Quote:

Originally Posted by Rev. Pee Kitty
Honestly, to me, the templates are DF. The concept of extreme niche protection is perfect for the genre, so I'd enforce the rule that you must use the template as written, and can only spend the 5 points from your Quirks on any (appropriate) skills you want. So sure, Mr. Barbarian can learn Pickpocket if he really wants, but he isn't sinking 8 points into it. If it's that important, he can multi-clas... er, I mean, use a template lens from DF3. :)

Agree about niche protection. Otherwise it's very, very tempting to throw DR (Tough Skin) on Barbarians and Knights, because it's so useful for what it costs, and Parry Missile Weapons, and then they might all start looking the same. Having the templates as "structure," enforced by the rules, is a good thing IMO for this genre.

At the same time, I like DF3's notion of letting classes cross-train in skills for lots of extra cash, thereby showcasing the flexibility of GURPS over Some Other Game.

-Max


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