[DF][First Time] Advice in pregenerating the cleric and wizard
Hi everyone,
My group just recently completed a 6 month GURPS Fallout/XCOM game, which was our first GURPS 4th Ed experience and, for most people, their first GURPS experience overall. You'll be happy to hear that everyone wants to stick with GURPS (at least when I GM) and it was received FAR better than the 4th Edition of That Other Game. I have the opportunity to squeeze two weeks of a DF game into our schedule and I have pregenerated about 7 PCs at 150 points using the DFOntheCheap.pdf from Eric's website (great article--thanks for that, Eric!). I want to give the players, all experienced roleplayers, a choice (and save some pregens for PC deaths), but nobody has played with GURPS in a low TL, magic-exists setting yet. As such, we have no experience with GURPS Magic. My questions are these: 1. For the cleric, should I use the standard magic system or try one of the Divine Favor flavors of cleric? If I use the Divine Favor version, does that make the DF: Clerics book useless? 2. For the wizard, what 20 or so spells would you choose if you were playing GURPS DF for the first time and had never played with a GURPS wizard before? The player who will likely take this PC does NOT need to be a blaster--he quite likes being subtle, sneaky, and intelligent about problems, so I'm not worried about him running into the "GURPS mages are not blasters" issue that I see discussed quite often. I want to make sure he has SOME ranged attack Missile Spells, but I also want to be sure that he gets the full flavor of GURPS Magic's versatility and adaptability. If it matters, I've collected most 4th Edition sourcebooks over the past year, so don't let unusual rules or spells from other books deter your suggestions. I'm quite intrigued by Thaumatology: Magical Styles, but don't want to get too complicated for a "back up game" of DF. (The goal is to use DF when the "main campaign" has to be paused for some reason--either the GM is sick or too many people can't make it, etc). Finally, even though it's not true to the thread title, what other advice would you have for me, running a 150 point DF game for the first time? THe reason I am using 150 points is that I wanted the PCs to face "standard" monsters at first--orcs, goblins, some zombies--and be challenged, rather than just plow through them. We played our last game with "full powered GURPS" (for the most part), including Tactical Shooting, and bits and pieces of Martial Arts (which simply wasn't quite as relevant in a shooty game). DF is very heavily Basic Set based, but I assume there are no real issues incorporating Martial Arts rules into it? Thanks! |
Re: [DF][First Time] Advice in pregenerating the cleric and wizard
By the way, I have reviewed the "Which Four PC Templates" thread. My pregens are: Knight, Thief, Scout, Wizard, Cleric, Barbarian and Ninja. The ninja doesn't seem to work as well at 150 points, but hey, people like ninja. I only have 5 players at max, and more like 4 for this DF game, so not all of these will be chosen. I'll probably recommend the "standard mix" of Knight, Cleric, Wizard and Scout/Thief to the group, but who am I to deny them a Ninja? :-)
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I am playing a Warrior-Saint in a DF game using Divine Favor. I recommend it unhesitatingly for flavor and Awesomeness.
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I bought Divine Favor a few days ago and will make time to look it over. Would you recommend that I choose either Divine Favor OR standard Clerics, or do you think they can be combined in the same game setting fairly?
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However the basic magic system is probably simpler and more unified with the Wizard so your group will be learning the same rules together. Quote:
It really depends on he flavor and what I would do would build several alternate spell lists based on the players I had in my game who were liekly to pick a Wizard. I find picking a spell list to be easiest if I choose one or more high end spells then get the required spells. then with what I have left over I go for other stuff. The following may help. GURPS Magic Spell Charts (and long as I am looking for free stuff here is the Martial Arts Cheat Sheet For sneaky and sheer versatility I like the Illusion and Light and Darkness colleges. Air gives you some good combat with Lighting, Ball Lightning and Concussion for missile spells and some nice utility and defense. Earth is nice but kind of price FP wise. Protection and Warning gives you some good utility for not very many points. Information is handy but can circumvent plots and not easily useful in a fight. Fire is a classic, if overdone and IMHO kind of overrated. Water also adds utility but is a lot like Fire, but handy for long term adventuring, as is Food. Meta is awesome but really needs another college to work with and also kind of pricey so a good long term development kind of thing. I also like Animal (A lot) and Plant but there more the Druids niche. |
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Edit: Now that I think about it, I think I bought the DF Pyramid first, on account of me running this game, saw the article on Divine Favor, then went and picked up Divine Favor itself. That makes more sense anyway. |
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"Sure, but you gain this minor disadvantage: Enemy (Watchers at the Edge of Time, Hunter, 12 or less), -60 points. Too bad for you that the disad limit is -50 points. You get this trait anyway. But at least you can Teleport!" Mwahahahahahahaha. I'm sure some groups would take that. |
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Light And Darkness Sunbolt and Blur. Knowledge Glass Wall, Invisibility, Wizard Eye, Rember Path, History line, Pathfinder can be rally handy. Illusion & Creation Create Animal is the go to spell for me here. Lot of prerequistes but most of those lead to some useful spells. Food I like to go for Season an Mature, maybe Preserve food. Not a lot of real utility but great campaign flavor. Just to say your eating good tasting food is nice, can even bring a few favors your way. Earth Entombment is nice but Earth Vision has a lot of uses in delving. Body Roundabout is fun. Good buffing/Debuffing college. Animal I go for Rider within, Shapechange if I can afford it. Air I really like ball Lightning. its just one of the fun missile spells and can be used for distraction and indirect fire. To get it you need Lightning which is a decent missile spell in itself and can handle some basic move the air around stuff. |
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Related question: what size Energy Reserve should DF wizards/clerics go for?
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DF introduces Power Objects and your doing this on the Cheap anyhow. I would give them ER 3 [9] and let them buy it up later. |
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As for the usefulness of DF7:Clerics, it will be of limited use, but you can use the variant Holy Might powers as inspiration for miracles. I didn't have the space to include variant clerics in the article, as they would have required me to come up with a lot of new miracles. Mind you, you would still use the skill and advantage changes from the variant clerics when building variant saints, but the spell lists are one of the defining features of the book, and one you won't use. |
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Would it be okay to use both kinds of clerics in my game? In other words, you can be cleric but you could also make a Saint or Warrior Saint? They'd just be another variation of divine magic, right? |
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Firstly, the ground rules. There are a few house rules in play that Crakkerjakk can tell you about, but the number of allowed disads was pretty low relative to basic DF. But we also got some more points. We wound up about 280-point characters with something like -30 points in disads. Net of 250 still, so it worked out. Here's Cadmus, hidden behind a "Spoiler" tag because the printout is so darn long.
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Issues: You have to know how to use your stuff. Not just "I hit him with my mace" (or in my case, "axe"), but the Warrior Saint is really built around Learned Prayers. And the really good ones, the ones that give you your niche, require Divine Favor of 6-9, which is PRICEY. It's worth it in the situations where you can just, say, lay down SMITE awesomeness on a bunch of undead, but it's still, as they say in my neck of the woods, "spendy." You're a Jack-of-two-Trades. You can fight, but not nearly as well as a real fighter like a Knight or Barbarian. You can heal . . . actually, you can heal pretty well. You take Lay on Hands (DivFav 8 required, IIRC) and (very important) Flesh Wounds. You take others' damage into yourself, but heal it up at 1 HP per 10 min with Flesh wounds. What you lose, relative to spell-clerics, is versatility. The "real" Cleric (as sir_pudding said, Wizard-Cleric) in our group (he might not just be a cleric) has some really generically useful smackdown he can throw around (Stunball is a favorite). You also need to realize that what you lack in "yes, I can cast this spell, or use that prayer, with regularity" you gain in unreliable but occasionally truly mighty General or Specific prayers. Thus far, Cadmus has asked his God (Pharasma, from Paizo's world): * Let their journey through a swamp be eased. It was granted, and the normally deep and tiring swamp was like a rubberized track - spongy but not tiring. Clothes were not soaked, mosquitos didn't stop for lunch, etc. We arrived a lot faster and a lot more refreshed than otherwise. * He prayed for Smite to destroy an undead super-samurai guy who was doing a really good impression of a Cuisinart. It was granted, and Smite earns its name. * He prayed to exorcise a spirit; that worked, but the spirit repulsed him * He prayed for guidance in an upcoming battle; he rolled pretty well, and got a divinely inspired "tug" that got the party out of a really confusing bind as to what to do next There were a few other examples, some of which failed. So, he's versatile, but sometimes he can really help the group out. The points sunk into Divine Favor and Learned Prayers, though, are many. I've got 67 points there, which means my Holy Warrior! skill ain't all that great, and my fighting ability (on a DF scale) is above average, but not great. I don't have a lot of room for really cool stuff, so I lop off heads a lot with TA. Functional, but not as narratively varied as I like. Lastly, you have to watch out for the high-move or ranged types in your own party. They can get to the battle and end it before you get to engage, so if you want to get your kicks being more SMITE than HEAL, the straight-up Holy Warrior might be more your cup of tea. Either that or buy a horse. A FAST horse. That being said, your biggest niche will be (with DivFav 9, especially) laying waste to undead types, and your'e a very, very powerful healer with the right learned prayers. TL; DR. He's a hoot to play. But if you want to be both Warrior AND Cleric, you're going to need 350-400 points to make it feel like you're good at both. And at that level, any dedicated template will, of course, be better in their own niche. |
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Also notice the Item of Power thing, or whatever it is called, in DF1. They don't recharge, except when you pay $$$$ in the town, though, so innate FP and ER should be relied upon the most. |
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Doug, you took mostly defensive/support learned prayers. Had you taken more combat oriented learned prayers, such as Guide My Hand or Righteous Fury, you would have more ability to kick nonundead ass in the name of the lord. Those prayers in my article where created specifically for the Warrior Saint, because baseline, Divine Favor is a little too defensive/pacifist for DF.
I'm not saying that you're doing it wrong, I'm saying that yours isn't the only viable build. |
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Edited to Add: The key is really to start with "what parts of the Divine Favor/Warrior Saint package shall I focus on?" If you say "healing," you get a build like mine. If you say "kicking butt," then you'll get a different build. In no cases,however, will you be better than the dedicated warrior, the dedicated cleric, or the dedicated magical smackdown artist. You're "multi-class," and you pay for breadth with depth. |
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The two really mobile melee templates are Barbarian and Swashbuckler (note, both lightly armored!) Going for a mobile holy warrior in decent armor requires investing money and points in a mount and the skills required to use it in combat, or investing the points in a racial template like Gargoyle or Winged Elf (and some Flying related skills!). Both of these will naturally suck points away from your Holy Warrior-ness/Warrior-Saint-ness. Or you just buy a lot of ST and Move, but again, that costs - the ST does double duty for smashing in combat but you have to divert from cool holy stuff to do that. A solution for mobile holy warriors is to go without heavy armor, but that can be tricky :) |
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Case 1: A lone guy crosses a bridge, and gets attacked by a snake. The fast party members fly/swoop over and between the victim successfully grappling a frackin' PYTHON (very good rolls!) and the mobile characters, the battle was over before I got there, walking along at encumbered Move 4. Case 2: We were ambushed by goblins or something. Our GM said "position yourselves" on the map. I took a position that was a few steps away from the nearest foe. Others got right up in their faces; this also happened to (1) block my approach, and (2) they were such effective killers, as befits their niche, that by the time I had my turn, all that group were dead. Case 3: Any time Bruno's scout is involved. :-) Sorta kidding. Staver (her character) is very good at double-shooting arrows, and that tactic has been pretty effective against the mook-level foes we have faced in the past. Again, that's Staver's niche, and he's good at filling it. Is this a "problem" with the Warrior-Saint, or even with Cadmus' build? Not really. We had a hard fight vs. a nasty undead Samurai with a two-handed no-dachi and Broadsword-22 or something. Cadmus used Protection from Evil to push the guy around (taking wounds, since you need PoE(Enhanced) to drive him away at Reach 2+) and keep him from the fellow party members, and eventually used a prayer for Smite (not a learned prayer) to do 11 injury to the guy, killing him after he'd been whittled a bit. He's also got DR 4-6 on every limb, and DR 9 or so on his head; he's got the ability to stay standing for quite a while in a hot fight. He pays for this in mobility, weapon skills. Tthey're not bad, as you can see . . . but I like to try tricky stuff, like grappling, Sweeps, and alternate locations rather than TA(Neck); that's a play-style thing. It limits my effectiveness because I am not always rolling vs. my highest skill. Also, I assumed we'd do more front-line formation tactics; this group hasn't had to do a lot of that yet. That only cost me a couple of quirks,though (Shield Wall tactics, mostly) as of this time. It may well come in handy later. Quote:
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Or, which is what I'm going to do, save up money to buy something like Lightened Orichalcum Medium Plate. That's like DR 10 AND 3 lbs. Win/win. :-D |
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Of course, of ordinary clothing can be Enchanted with +5 DR as cheaply as can mail, then it's not a very big Limitation, but it should still be able to shave off a few CP. And it's a fairly reasonable world house rule that it costs more to Enchant DR into light armour than into heavy armour, and still more again to Enchant it into non-armour clothing. |
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Mind you, the beauty of Divine Favor is that no matter what, you can try to fill those niches in times of need, if the dice are with you. In fact, you can be a "good enough" backup healer with just divine favor, as long as you don't want to heal in combat (take your time, make a theology roll and pray loudly, to get +2 or +3 to petition rolls. If the need is great, the party is wounded and the main healer is bleeding out, you may get a bonus to reaction just because. With both, it's quite likely that you'll get at least Lay on Hands to get the main healer up and running) |
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Cadmus' role was originally scoped as part of the "front line" of fighters, who can heal when the primary healer, whose name currently escapes me, got tuckered out. In fact, we've never formed a line of battle, and Cadmus' healing gifts are substantial. Plus the general "buff" he can occasionally (if unreliably) give the party . . . the "treat a thigh-deep swamp like ankle-deep grass" thing was subtle but very cool. The real moral of this story is that I should focus on what my character's sheet actually says, and "do the math." He can basically heal 1 HP every 10 minutes with LoH/Flesh Wounds . . . like recovering Fatigue (but it's not). He can push Undead away with (effectively) True Faith. He can ensure fallen foes can't rise as undead. And he carries enough DR that mundane foes by and large won't put him out in one shot, while being a good-enough fighter that you can't ignore him. His damage is 2d+2 cut (crush with an opposed hammer) with his primary weapon, so he's a one-to-three shot killer; more so if he chooses to go for his Targeted Attack (Neck/Axe swing). Where he has thus far lacked is * Mobility. He has had a bad time getting to the fight. That's been my fault as a player, more often than not. * Inevitability. Even vs. mooks, his preferred fighting style starts with non-lethal blows and moves up to head-removal in stages. This is part of his Code of Honor, but it leads him to try stuff based off of Wrestling-13 rather than Axe/Mace-18. I will be fixing this by bumping up his grappling skills and techniques over time. He's a FUN character to play. Dungeon Fantasy and the Warrior Saint both are somewhat new to me. I've not PLAYED a GURPS (or any other system) game in YEARS . . . I'm rusty. |
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I get the impression this is a forum game. Is it open to viewing by the public?
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In Divine Favor, on page 9 it says that Flesh Wounds allows you to heal 1 HP/min for 10 minutes...then you must wait 15 min to invoke it again. Mathematically, your would be able to recover 30 HP in a single hour with Flesh Wounds (10 regen + 15 wait + 10 regen + 15 wait + 10 regen = 60 min). So, you could heal up to 120 points with Lay on Hands over the 4 hours and come out at the same HP you started with...am I mistaken? |
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At least at start, Cadmus and Michel were roughly equivalent healers. Michel was the go to guy for healing in combat situations: losing his damage output for a turn was less harmful, and Cadmus' healing leaves him very vulnerable to further damage. Out of damage, it's a bit of a wash, though Michel's FP can generally be used for other things (See Secrets, Detect Magic, etc.) while Cadmus can regenerate and do other things. Cadmus was backup mostly in the sense of "bring 2 of everything important" and not in the sense of "less capable". I didn't want a group that would die if the lone healer got taken down, especially since my character was the healer! |
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BTW, if Cadmus wants to become a healing powerhouse, he should invest in extra HP (up to HP 20), so he regens twice as fast, and so has twice as much HP to burn to heal. |
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For all its warts, GURPS Magic, at its basic level, is easy for anyone running GURPS to grasp. Divine Favor, no matter how cool it is (and yes, it is), might not be, especially the more open-ended results. |
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The GM will need to be familiar with what each reaction level gives, and what learned prayers exist, but he will make all the rolls for general Divine Favor use, so it's transparent for the player. |
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