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#23 |
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Join Date: Aug 2004
Location: Reykjavik, Iceland
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I would recommend 100 pts -40 or -50 disads and quirks.
Just watch the PC creation carefully for someone that has never played or seen Gurps they tend to go overboard at their first character. Specially if they are used to DnD style games. For example we had for one night a DnD player with our group that wanted to play a Priest/Monk with some divine spells. He was something like this. ST: 7 DX: 9 IQ: 17 HT: 15 Ads: Magery 0 Magery +4 Clerical spells, Luck 15 pt Disads: Bad Temper on 6 or less, Alcoholic, Honesty on 6 or less, Gluttony on 6 or less. Skills: Brewery 21, Innate Attack Fireball 22, Staff 18, Theology 20. Spells: Major Healing 25 Fireball 20 Monks Banquet 24 Continual Light 20 Invisibility 25. That was it. That is the whole character. Most of his points went into 2 DX based skills and very few spells. And of course his disads made him almost unplayable. Gurps requires much more diversity that DnD. It´s not unusal for characters to have 15-40 skills and/or spells.
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In the Griffin World I play Agriana Trotter, here is the GURPS crunch. Darth Vader "Luke! I am your fathers second cousins sisters best friends brother!" Luke Skywalker "Nooo... eehh What?!" |
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| Tags |
| advice, fantasy, game mastering, gamemaster, newbie |
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