Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-04-2015, 11:40 AM   #1
Kuroshima
MIB
Pyramid Contributor
Mad Spaniard Rules Lawyer
 
Kuroshima's Avatar
 
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Quote:
Originally Posted by Kromm View Post
Sure it is. Backward compatibility is a thing. This supplement doesn't replace all prior art on barbarians; it complements it. We can't have two different baselines floating around out there. What we can do is offer optional alternatives, which this supplement does in spades!
The price of excessive backward compatibility is legacy code. It's always a balancing act to manage it and the need for more modern stuff. All in all, I feel that it was nicely handled here.
__________________
Antoni Ten
MIB3119
My GURPs character sheet
My stuff on e23
Kuroshima is offline   Reply With Quote
Old 09-04-2015, 11:50 AM   #2
Peaches
 
Peaches's Avatar
 
Join Date: Jul 2015
Location: Within the pages of a never ending story.
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

It would be nice if one day there was a GURPS Dungeon Fantasy Compendium, compiling all the material from the DF supplements and Pyramid articles, revised to all work together seamlessly with new tasteful professional artwork.
__________________
"Those who go where angels fear to tread often have more in common than you might think with the demons they rub shoulders with."
Peaches is offline   Reply With Quote
Old 09-04-2015, 12:10 PM   #3
chandley
 
Join Date: Aug 2004
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Anything that spells out how to build a naked (Shirtless Savage), ST 30 (for a few minutes, Great Rage), 46 HP (mountain of muscle) Pixie (Short Barbarian, but keep the Gigantism for SM -5!) that sports DR 7-9, takes half damage if hit (Naked Rage), clobbering you with a club 3x as big as they are (Giant Weapons 4) and then hockey checking you at full speed (ramming speed) is a must buy.

Suffice to say, I recommend to anyone planning on a barbarian character. Hilarity is sure to ensue. Which is to say, there are more sensible, but still awesome, builds in here too :)
__________________
My GURPS stuff
chandley is offline   Reply With Quote
Old 09-04-2015, 03:47 PM   #4
Wavefunction
 
Wavefunction's Avatar
 
Join Date: Jul 2013
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Quote:
Originally Posted by Kromm View Post
Sure it is. Backward compatibility is a thing. This supplement doesn't replace all prior art on barbarians; it complements it. We can't have two different baselines floating around out there. What we can do is offer optional alternatives, which this supplement does in spades!
What I mean is that while you certainly shouldn't rip survival skills out of the basic barbarian, there should have been at least one option completely without them. Perhaps something else instead in place, but some kind of option. That's just my opinion of course.

It occurs to me that the refined barbarian could (and possibly should) have swapped out Outdoorsman for something more fitting to a city-dweller.

I dunno, it just seems like you've set out to create some options for barbarians who aren't as outdoors-focused, and failed to take it to it's logical conclusion. I can see your argument though.
Wavefunction is offline   Reply With Quote
Old 09-04-2015, 06:34 PM   #5
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

I've spent the day recreating a character I've played off and on, through three and a half game systems, on the order of two decades now (how time flies when you're having fun!)

Mrugnak is the fellow that earned me the "Minotaur barbarian" reputation. As he was originally a D&D Barbarian, he fits very nicely as a Rage barbarian (rage powers!)

Mrugnak started his career at level 10, but I decided to shoehorn him into 250 points. He only started at level 10 because of Reasons, he doesn't really need to be some sort of super-advanced character.

Since you can't buy Minotaur out of the discretionary 25 points on the Rage template (and I'm not about to sacrifice my Rage powers, defeats the point), I went with the option that a young Mrugnak sort of coasted in human Barbarian school due to native Minotaur talent (ie, setting attributes to the template level after applying racial modifiers). There's so much overlap between Minotaur and Rage barbarian that this resulted in a sub-250 point character (this happens with regular Barbarians too, if you go this route). I bought power-ups until he was back up to 250 points.

Notably, I also bought a "non standard lens" to make him more like the D&D 3e minotaurs - 4 points for Hooves and the Fur perk (and the zero point feature, ordinary cow tail). Can't wear ordinary footwear or pants, as a result; I'm aiming for Naked Rage as his next major upgrade, so being restricted in Kewl Armor Lewts isn't as big a deal.
Also he's got stonking great piles of natural DR (not yet maxed out!) due to being a Shirtless Savage and a Minotaur, so fie on your equipment. I DID buy him a studded leather skirt for modesty purposes.

EDIT: Erp, meant to put the link in there.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog

Last edited by Bruno; 09-04-2015 at 06:38 PM.
Bruno is offline   Reply With Quote
Old 09-07-2015, 04:40 AM   #6
OldSam
 
OldSam's Avatar
 
Join Date: Oct 2005
Location: Göttingen, Germany
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Quote:
Originally Posted by Kromm View Post
Anyway, we're keeping counsel with our established writers and aiming at core professions for now. To reiterate what I said above, though, there's no master plan for this or for any part of GURPS. Once one or two more Denizens items are released, we'll add the sub-series to the wish list and see what happens.
I'd wish we see some "bundled" Dungeon Fantasy Volumes in the future, integrating the available material as single books. Hopefully available as Soft- or Hardcover but compiled as single PDF's to print out your own DF "books" would be also great.
OldSam is offline   Reply With Quote
Old 09-07-2015, 05:43 AM   #7
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

I play the Barbarian in CousinX's awesome but on-hiatus high-power DF game.

On the subject of the Outdoorsman Talent, you really need to take into consideration that you're getting a bonus to every single Survival specialty, and there are quite a few of them in most settings. No matter where the GM sends us (and he throws a diverse array of environmental hazards at us, because I spent a lot of points on dealing with that and that's what good GMs do), I'm the point man when it comes to dealing with the local climate, flora, and fauna, which are usually quite hazardous. Sure most outdoor skills are Per-based, and Per costs half as much as Outdoorsman, but in this game, I started off with both maxed out at +4 for a total of +8 on all of that stuff. Also, you get the learning time reduction and reaction bonus.

Plus I'm the HULK SMASH guy in the party, and the GM let Barbarians only buy Bulletproof Nudity. It's a pretty fun gig if you do it right, overall.

ETA RE: Leprechaun Barbarians: I just let the one in my all-leprechaun campaign (a colossus among leprechauns at a towering 3' tall, who goes by, "Curlagh O'Hurlagh"), buy enough levels of the Huge Weapons perk to let him use an SM 0 maul. It's a lot easier and funnier that way.

Last edited by Gold & Appel Inc; 09-07-2015 at 05:53 AM.
Gold & Appel Inc is offline   Reply With Quote
Old 09-03-2015, 11:40 PM   #8
thulben
 
Join Date: Sep 2006
Location: SF Bay Area, CA
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Quote:
Originally Posted by ErhnamDJ View Post
DF has its own set of assumptions, though. Sure you're able to deviate from them, but I don't think that's fitting with the spirit of the series.
You're right; it does have its own set of assumptions. And I think the underlying theme is that each class is good at some thing (or things) that the other classes aren't. And, as I said in my original post, if you take away Outdoorsman, you take away the thing that the Barbarian is good at that other classes aren't (namely, outdoorsy stuff) and so should replace it with something. So if you step back and then ask "if I take away Outdoorsman, what is the Barbarian's niche?" and have a good answer, you're good to go.

But maybe in your game Barbarians are just melee fighters with a weird culture (but not necessarily good at hunting and whatnot). It's probably not going to break anything to make them just that. Don't let anyone tell you that the fun you're having is the wrong kind of fun.
thulben is offline   Reply With Quote
Old 09-03-2015, 11:48 PM   #9
ErhnamDJ
 
Join Date: Aug 2009
Location: OK
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Quote:
Originally Posted by thulben View Post
So if you step back and then ask "if I take away Outdoorsman, what is the Barbarian's niche?" and have a good answer, you're good to go.
The difference, in my mind, is that the barbarian is strong but the knight is skilled. The barbarian might have ST 20, but the knight has skill 25 with both his sword and shield.

If they were thought of in this way, they would about even out. I'm not suggesting that the barbarian shouldn't have wilderness abilities, but I think they would be more appropriate if they were treated similarly to the knight's military skills: something he starts with some competence in, with the option of raising them with a Talent from his advantages, rather than having a mandatory large number of his points spent on them.

I'm sure this is easier for players to see after years of using these rules than it was to predict exactly how the templates would play out when they were being written. I've played barbarians and had fun doing so; I just feel like the template could make better use of its points.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics

My blog.
ErhnamDJ is offline   Reply With Quote
Reply

Tags
dungeon fantasy, dungeon fantasy denizens


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:33 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.