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Old 04-06-2012, 05:38 PM   #23
Stripe
 
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Join Date: Nov 2005
Location: Midwest, USA
Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

Looks like our game might take place Wednesday, April 18. That's two days before I leave this state, so if we can't make it then, it's not going to happen here. However, there are always other states and other cities!

It feels like I'm never going to get these characters done!

Quote:
Originally Posted by chandley View Post
Why include Flail at all?
I didn't want to say anything, because these are just generic builds, but the PCs will begin trapped in the dungeon without weapons or armor. Weapons will be made available at the start, but they will be rolled randomly. So, an axe may not be available until later.

Quote:
Originally Posted by chandley View Post
Also remember that Weapon Master, amongst its many benefits, includes a better default. In this case, if you took the 8 points in 2handed axe mace, dumped them into 1handed, and used the WM default for an Average skill (Skill -2), you will be at the same effective level for 2handed axe/mace as you are right now, but better off in 1handed.
Very, very good point, but when using a template, isn't it RAW to allocate points where the template directs? (Guess not. See next comment.)

Wait, I just read Weapon Master (p. B99) and it seems to indicate that the weapon classes are based on skill. So, if he has WM (Axe), which uses the axe/mace skill, that doesn't seem to transfer to WM (Greataxe), which uses two-handed axe/mace. Yes, no?

Quote:
Originally Posted by chandley View Post
All of that is basically the long way of saying there is a reason a dwarf Knight picks option 1 for his weapon skills. Option 3 is for if you sink more points into Weapon Master (for example, Knightly Weapons [30]).
Thanks! That helps me a lot. But, this dwarf must have more than one weapon skill, or he could be screwed from the get-go of the dungeon. There is a powerfully-enchanted greataxe early in the game -- guarded by monsters, of course -- but only roughly a 1-6 chance of an axe being found at the very beginning.

Quote:
Originally Posted by chandley View Post
Finally, you'll note that my template "pays" for some of Dwarf by keeping HT at 13.
I did notice that, but at the time, I thought it strict RAW to add the +1 HT dictated the dwarf template. I guess RAW (p. B258) states: "Character templates are not rules! When customizing a template, you are free to alter anything that came with it."

Quote:
Originally Posted by chandley View Post
EDIT: Oh, and like with the Elf Scout, your Basic Speed cost is wrong. You would get back 20 points (-20) for dropping Basic Speed from 7 to 6. Sadly, that just means 5 less points in OTHER disads (TBD 30 points and 5 points of Quirks). Doesnt actually save you any points to spend on gear.
Double crap! Thanks!

Quote:
Originally Posted by chandley View Post
Id be tempted to drop ST by another point for +2 Forest Gaurdian (same bow damage as you have now) or keep DX the same and drop Basic Move back to 7 (effectively not buying the +1 Move from the Elf template) to get 5 more points to let you boost ST by 1, for +1 damage.
That "ST" in the first sentence -- you meant "DX," right? Great suggestions.

ST 12 for an elf female is quite high, though. I mean, her slender, petite frame is already deeply furrowed with sinews at that point, I'd think. Right?

Thanks again so much for all your help! I really appreciate it!
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