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Originally Posted by Lupo
Allow me to clarify - my players did not ignore the Holy Warrior out of prejudice. (...)
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Don't worry, I think your point was very clear. However you are free to expand it with more detail.
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Originally Posted by Lupo
I'd be curious to hear how the Holy Warrior managed to be useful in other gaming groups...
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I share the same interest.
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Originally Posted by Kromm
Yes. To get this in DF, compare a 300-point character built as a 250-point holy warrior with a 50-point knight lens – or with just another 50 points in ST, DX, and combat skills – to a 250-point knight. You'll find that he's just as good at fighting, and better at other stuff . . . like the paladin from Back In The Day. (...)
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I love that formula for that kind of "classic AD&D Paladin" almost unconcerned with game balance.
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Originally Posted by Harald387
The point of this massive, tl;dr post? Characters are as useful as the GM allows them to be. If every encounter is going to be against wholly mundane foes, with no demons, zombies, ghosts, ghouls, or evil priests, then the Knight is going to be better every time. It's the GM's job to set things up so that every character gets a chance to shine; this is true of every game, and fairly explicit in Dungeon Fantasy itself.
EDIT: Kromm, naturally, ninja'd me by 7 minutes. Alas!
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But Harald387, your post was very good, too. I enjoyed reading it. The earlier Kromm's post doesn't invalidate yours in the least.
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Originally Posted by Kromm
Holy abilities cost more than spells because they aren't just loaned to you by a deity and cut off when there are no open lines to His Godness (read: no sanctity), but actually work owing to the little bit of your god you carry around in your heart – your internal faith. The only requirement is that you live up to your vows so that divine spark doesn't decide to depart. No sanctity is needed. In effect, your personal particle of divinity raises sanctity for its own purposes.
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Brilliant.
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Originally Posted by demonsbane
How do you think about it now: as a GURPS Fantasy campaign, as a Dungeon Fantasy campaign, or as a "hybrid" Fantasy-Dungeon Fantasy campaign?
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Originally Posted by Kromm
(...) As a hybrid leaning toward DF. While it's right on the cusp, with as many similarities as differences, I'd have to say that the actual on-paper PCs were heavily optimized for fighting and questing. The non-DF aspects either were unrelated to the PCs (especially the grand prophecy) or were played out more via pure roleplay than through character abilities (notably the social and downtime aspects). And since my philosophy is that the PCs make the campaign, that biases me toward saying that I was running a DF campaign with unusually good roleplayers, not another sort of fantasy campaign with unusually violent PCs.
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Thank you very much for these generous answers, Sean.
Quote:
Originally Posted by Kromm
a DF campaign with unusually good roleplayers
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Which matches with my practical approach to
GURPS Dungeon Fantasy.