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#41 | |
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Join Date: Sep 2006
Location: SF Bay Area, CA
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Last edited by thulben; 03-28-2012 at 12:02 PM. Reason: left out a couple of crucial words... |
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#42 |
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Join Date: Feb 2007
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This thread has been very enlightening. I think that my ways of thinking about dungeoneering parties has been rooted in ancient assumptions and old games.
If I had had to hand out four pre-generated characters to new-people to hit a dungeon with, I'd have made them knight, barbarian, healer cleric and wizard. The knight keeps the monster busy while the barbarian helps her to hack it down, the cleric is curing and buffing and the wizard is there because you have to have a wizard. Then I'd wish all night that the party had a thief. Maybe I think this way because in AD&D, a low-level melee character was so much more useful than low-level thieves or magical-types. Having a second fighter-type in the party was a big help.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#43 |
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Join Date: Feb 2007
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I like very much the idea of specializing parties. Variety is the spice of gaming, and it keeps every party from feeling the same.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#44 | |
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Join Date: Nov 2007
Location: Sydney
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Well you could go Knight, Cleric, Wizard and Thief and have the thief sneak and make stealth and ranged attacks during combat. |
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#45 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Something to bear in mind is that even when built using DF-style templates, GURPS PCs aren't as narrowly focused as low-level class-based types. In particular, non-warriors are still useful in a pure, physical fight, as they aren't nerfed to ineffectiveness by a class system. In a cleric-knight-thief-wizard party, the templates as written give you these capabilities over and above a noncombatant:
Cleric: ST 12, DX 12, HT 12; optional 20 points in ST, DX, HT, or Signature Gear (like awesome weapons); melee weapon skills at 13-15; and a ranged combat skill at 12-14.Fundamentally, any of the non-knight types should be handing fodder monsters their butts in a straight-up fight. The knight's big advantage is more options and higher skill levels, which only really start to matter against more serious threats. If the GM is good about starting things off "traditionally" and making early encounters ones where the knight shines through Rapid Strikes to take down more fodder, then fighting is covered. Whereas healing, stealing, and magicking are rather more specialized. Also, a cleric who goes for more ST and HT, a thief who takes the route of Combat Reflexes and Enhanced Dodge, and a wizard who invests in more DX and the Signature Gear needed for a magic weapon (esp. one with Penetrating Weapon) can all do their customary duties but bring more melee power to the table, if the party is small enough to need that.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#46 |
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Join Date: Sep 2004
Location: Canada
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The pure combat templates also can take on three, five, etc fodder at a time, even when surrounded, while the "off-combat" templates should probably keep their backs to a wall and perhaps stick closer together. We got reminded about that last night :)
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#47 | ||
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Join Date: Dec 2010
Location: Seattle
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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