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Old 10-27-2014, 10:29 AM   #23
Varyon
 
Join Date: Jun 2013
Default Re: Pyramid #3/72: Alternate Dungeons

Quote:
Originally Posted by SCAR View Post
What does the [10] point package for 'Warrior Training' contain?
As stated in the text, it's an Unusual Background. Those don't contain anything - they're basically a "this trait should be rare" tax (or in this case, a "niche protection" tax).

Quote:
Originally Posted by SCAR View Post
The Heroic Flaws are effectively new [-10] point disadvantages which should really be 'converted; - and they use a DP mechanic instead of SC's
As I said, Heroic Flaw could easily be a new Disadvantage in a standard GURPS game. Failing that, yes, you could take the suggested Disadvantages listed and have the character instead choose [10] worth of those per Flaw.

Quote:
Originally Posted by SCAR View Post
Using standard skills isn't really going to work very well from a full on WC starting point.
Standard skills cost a lot less than Wildcards, which can make building a character with both Wildcards and standard skills feasible. If you want your Knight to have some decent skill with a crossbow as a backup weapon, you can save a lot of points by picking up Crossbow instead of Archery!, for example. I'd imagine Power-Ups 7: Wildcards has some ideas on blending Wildcards with standard skills, but I don't have that book so I can't really say for certain.

Quote:
Originally Posted by SCAR View Post
I don't see Magical Colleges! converting nicely either - or anyone actually wanting to - not that I think WC colleges should replace the standard spells.
I'm personally more fond of RPM than the standard magic system, so Wildcard colleges are fine by me. This is more of a preference thing than anything else - if you prefer the standard magic system over Wildcard Colleges, you likely don't want to use Pointless Slaying and Looting for magic to start with.

Quote:
Originally Posted by SCAR View Post
Shapeshifting (Alternate Form) won't easily fit into the Major/Minor Abilities model.
So break away from Pointless Slaying and Looting for that. Alternatively, simply having an Alternate Form is a Major Ability and allows you to replace your Archetype, Abilities, Heroic Flaws, and/or Wildcards (maybe) with new ones while in the Alternate Form. When choosing Abilities and Wildcards, you can specify them as only being available in the Alternate Form, at a slight discount - at 5, 15, 25, etc Abilities/Wildcards, you get another for free (this approximates the 90% discount of AF, but grants it a little early). Alternate Form requires 5 seconds to go fully into effect, but you may act normally (using either your standard template or a predetermined mixture of the two) during this time.

EDIT: Actually, let's just go ahead and put that in the format of the article. As noted above, this is a Major Ability, costing two "slots."

Alternate Form. A single Alternate Form, which allows you to exchange your selection of Archetype, Abilities (with the exception of Alternate Form), Heroic Flaws, and (if the GM allows) Wildcards with another predetermined selection. The change requires a Concentrate Maneuver to initialize and takes 5 seconds to go into effect, but you may act normally during this time (at the GM's option, you may have an in-between form during this time). You may also designate certain of your Abilities and Wildcards as only available in your Alternate Form. This gives you a slight discount - at 5, 15, 25, and so forth Alternate Form-only Abilities or Wildcards you get an additional one. This is built as Alternate Form (Active Change +20%, Reduced Time +20%).

Last edited by Varyon; 10-27-2014 at 10:38 AM.
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dungeon fantasy, pyramid 3/72, pyramid issues


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