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Old 09-04-2015, 02:09 AM   #11
Wavefunction
 
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Join Date: Jul 2013
Default Re: GURPS Dungeon Fantasy Denizens: Barbarians

Quote:
Originally Posted by Kromm View Post
(though completely removing the latter turns the barbarian into a knight clone, so the rules stop short of that and try to make Outdoorsman cheaper and more useful).
You see, I've always got this argument before now, but then you went and released a whole truckload of new and incredibly awesome abilities for barbarians that effortlessly differentiate them from the knight. So I really don't think the above statement is valid.

For instance, if I choose to be a Shirtless Savage I'm filling the roll of a strong, yet slightly less skilled knight who doesn't rely as much on equipment, that's reasonably differentiated.

If I go Rage Barbarian the difference is even more obvious since I now have a ton of magical abilities that the Knight never gets access to.

That's not to mention the power-ups which I think are probably the biggest thing that differentiates the more martial classes as they steer the way your character grows (in the case of the barbarian, really big!).

As it stands I still have to head over to DF Henchmen and tack on the Veteran lens to a Brute to get the character I want. The only problem is that now I'd also have to try and persuade the GM to give me access to all the delicious possibilities in this book!
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