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#71 |
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Join Date: Nov 2005
Location: Midwest, USA
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In my limited experience, PW1 made a big difference in actual play. It's the number one most desired first enchantment in our games.
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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#72 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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They need three Accented languages, total, which means that in addition to Common, they can drop 4 points on, say, The Barking of Dogs of the Bad Guy Race, and another 4 points on Whatever Demons Speak.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#73 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Oddly enough, it's an enchantment that dramatically changed between 3e and 4e. In 3e, PW subtracted its level from the target's DR and PD, which also made it an extremely desirable enchantment, but in a totally different way.
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#74 | |
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Join Date: Nov 2011
Location: Lancaster, Ca
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Quote:
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#75 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#76 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
Put another way, most dungeons probably have clues all over the place in the form of runes, and there may even be old books back in town that nobody can read, describing all the traps and treasures in there. The GM is well within his rights to omit mention of all this if the party has no facility to learn languages quickly, but to bring it up when there's a scholar along for the ride. That's just part of the missing Scholar entry under Making Everybody Useful (DF 2, p. 30).
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#77 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
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#78 |
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Join Date: Aug 2004
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See, this is why I love this forum.
Three days ago I posted a little plea for advice. Then I went out of town. Now I come back to find no less than seventy six responses! Thanks to everyone for the great advice, and thanks also for the more general DF-related discussion(s), which are really very interesting. |
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#79 | |
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Join Date: Mar 2006
Location: Silver Spring, MD
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Quote:
When I made my DF world, I came up a brief document that pretty much covered the entire known world (I'm proud; I managed to keep it to five pages, despite my love of minutiae). It has very little detail, so a lot of it is "discover the world while you play." Then I told the PCs to feel free to make whatever they wanted about the world, as long as it didn't directly contradict what little I did right. Some of them have done so--the gave me quite a bit of info on dwarf and pixy culture that I didn't have to come up with, and it allowed those players to make characters with rich backgrounds. A lot of other stuff is invented mid-game as player asides. I now know more about elven drug culture then I ever wanted to, for instance. :) So basically, let the players come up with stuff and you then decide whether you want to OK it or not. After all, it's DF; it doesn't have to be meticulously though out.
__________________
On my blog: The Ravenblog and True Tales of the Ley Line Patrol: A WiP Campaign Setting. |
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#80 |
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Banned
Join Date: Oct 2007
Location: Europe
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I don't want to "come up" with 7 different Langauges that my Scholar PC can speak and write Fluently, only to find out after the campaign is over, and I'm reading my notes, that the GM never made use of any of those langauges, not even once, and I've wasted 38 CP on them and on Language Talent. That's over 15% of the character creation budget!
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| Tags |
| dungeon fantasy |
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