Templates in DF
If you are thinking about running a DF game, are you planning on useing templates?
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Yep. Quick and easy. Here's your genre-appropriate character; now go kill something.
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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.
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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. |
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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.
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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 |
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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. |
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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. |
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From Kromm in a Private Message:
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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.
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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. |
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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 . . . |
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In that way, while using DF in an open and freeform (non-templated) way, it can mantain well the niche protection and intrinsic balance. |
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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.
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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). |
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Have you read that section yet? |
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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. |
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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. |
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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. |
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And those suggestions are not really in the format of a template. |
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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. |
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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. |
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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.
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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. |
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(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".) |
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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. |
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Still waiting for that page reference . . .
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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. |
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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. |
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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. |
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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". |
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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. |
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The only one that comes to mind is providence that made you learn related skills at lower levels to advance a main skill. |
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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. |
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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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