Hello Jurgen, let me comment on the templates as I've seen them in my game
Quote:
|
* Aristocrat (Pyramid 3/64: Pirates and Swashbucklers, p. 4)
|
It's a mix of knight and swashbuckler, and can be played as either
Quote:
|
* Artificer (GURPS Dungeon Fantasy 4: Sages, p. 5)
|
Really depends on player inventiveness and GM's willingness to play along. Really rewards lateral thinking and being able to tackle stuff unconventionally. The problem is that this template is often worse at combat than the thief, but better or equal at the "thief skills" (save, maybe, for Stealth). Still, any player that picks this template doesn't expect it to be a combat powerhouse, so it won't cause an issue when the character is weak in combat.
Quote:
|
** Alchemist (Pyramid 3/82: Magical Creations, p. 6)
|
I played a homebrew version of this in my game, and unlike the artificer, this one has clearer, less wildly open options. Being able to provide healing via potions, and lots of potential buffs, makes for a very interesting support character.
Quote:
|
* Assassin (GURPS Dungeon Fantasy 12 - Ninja, p. 9)
|
A decent combatant with stealth skills, not too complicated. Will not cover all the "thief skills" bases, but will better match expectations.
Quote:
|
* Barbarian (GURPS Dungeon Fantasy 1: Adventurers, pp. 4-5;
|
A guy focused on physical challenges and wilderness stuff. Not really a top noch combatant. The options in Dungeon Denizens: Barbarians, however, change this.
Quote:
|
* Bard (GURPS Dungeon Fantasy 1: Adventurers, p. 5)
|
Does two things only, but does them well. One if handling social stuff, the other is providing powerful crowd control via bard songs like the extremely powerful Siren Song. Using bard songs for buffs is also an option. A spell-less variant is possible, and quite decent, since most spells will be more of a distraction on your role than a real option.
Quote:
|
* Cleric (GURPS Dungeon Fantasy 1: Adventurers, p. 6)
|
Your in-combat role is buffing prior to combat, and providing emergency heals. Has a lot of extremely powerful spells (Bless, Sanctuary, etc...) that are either unavailable to Wizards or have very punishing prerequisite chains.
Quote:
|
** Evil Cleric (GURPS Dungeon Fantasy 3: The Next Level, p. 23)
|
Doesn't offer anything that a wizard could not reach eventually, but gets access to the spells faster since he ignores prerequisites. Has most of the issues Wizards have, in combat, but lacks the broad utility of having access to most spells.
Quote:
|
** Saint (Pyramid 3/36: Dungeon Fantasy, p. 10)
|
Sacrifices a lot of buffing potential from the cleric for actual combat usable abilities. General prayers require a lot of GM interpretation, but are wonderful problem solvers. Very simple for new players, in that they don't have large lists of spells to remember, just a few signature abilities, and an awesome open ended power.
Quote:
|
** Messenger/Rogue Priest (GURPS Dungeon Fantasy 7: Clerics, p. 22)
|
Plays mostly like the cleric, but has access to Blink and Great Haste, extremely awesome spells, both of them. Loses other general utility spells
Quote:
|
** Sun Priest (GURPS Dungeon Fantasy 7: Clerics, p. 29)
|
Basically a standard priest, with some required spells. No great changes to the spell list, nor to holy might abilities. The required sun bolt is a trap, you've got better things to do with your FP and turns in combat
Quote:
|
* Demonologist (GURPS Dungeon Fantasy 9: Summoners, p. 6)
|
The spell list is terribly focused, but includes some gems like curse, phase and phase other. Baseline demons aren't that great, but if the GM allows customization and variations, specially when earned points require adding abilities to the demon, they can work great.
Quote:
|
* Druid (GURPS Dungeon Fantasy 1: Adventurers, p. 7)
|
The spell list isn't bad, though it isn't great either. Has awesome utility for wilderness adventures, but loses much in actual dungeons, and that's before you count that Nature's Strength will make you feel weak more often than not.
Quote:
** Priest of the Harvest (GURPS Dungeon Fantasy 7: Clerics, p. 8)
** Priest of the Hunt (GURPS Dungeon Fantasy 7: Clerics, p. 17)
|
Not that awesome for priests, but a way to play druids that both heal and don't depend on Nature's Strength, that can be extremely punishing.
Quote:
|
* Holy Warrior (GURPS Dungeon Fantasy 1: Adventurers, p. 7)
|
Somewhat second line combatant that can nova well with Higher Purpose. Always felt unsatisfying to me.
Quote:
|
** Warrior Saint (Pyramid 3/36: Dungeon Fantasy, p. 9)
|
Divine Favor is a last ditch option, learned prayers is where the fun is. Needs careful selection of prayers (make sure the characters read the advice found in the Niche Protection box of Saintly Power-Ups, Pyramid #3/50: Dungeon Fantasy II, p. 17)
Quote:
|
* Knight (GURPS Dungeon Fantasy 1: Adventurers, p. 8)
|
It's hard to make a bad knight, but it takes some thought to make a great one. Very newbie friendly though.
Quote:
|
* Martial Artist (GURPS Dungeon Fantasy 1: Adventurers, p. 9)
|
A decent template, but somehow counter-intuitive. Unarmed combat is not a decent option until you can get power-ups like seven secret kicks or unarmed master. Until you do, you're better with a bladed hand (you'll outgrow it, since it has only 18 max ST). Cinematic skills are problematic until you've gotten a few bonus points and raised them a bit.
Quote:
|
* Mystic Knight (Pyramid 3/13: Thaumatology, p. 16)
|
Requires a decent amount of system mastery on the Imbuement mechanics, and unless you've got it, it can make combat drag out a lot. There are few bad choices here.
Quote:
|
* Scout (GURPS Dungeon Fantasy 1: Adventurers, p. 10)
|
Extremely awesome against creatures with vitals and brains, will have issues with unliving and homogeneous targets. Cutting arrows are a must. Decent wilderness skills.
Quote:
|
** Mystic Archer (Pyramid 3/36: Dungeon Fantasy, p. 27)
|
Requires the same system mastery of the imbuement rules as the Mystic Knight, and trades the wilderness utility of the scout for awesome imbuement tricks.
Quote:
|
* Sorcerer (Pyramid 3/82: Magical Creations, p. 9)
|
Somewhat hampered by the lack of published Sorcery spells, if the GM is willing to work with the player on building more spells, or the player is content to play a fire mage with some extra out of school additions, it provides a very satisfying "spellcaster" that plays well in combat. Can deal "magic" damage very well, and most people will expect that out of spellcasters.
Quote:
|
* Swashbuckler (GURPS Dungeon Fantasy 1: Adventurers, p. 11)
|
With an edged rapier, and (Striking) ST 13, they're combat monsters, even more fearsome than the knight. Unlike the knight, they aren't likely to have decent armor, so they're glass cannons, but their parries and dodges are top notch. Since they don't waste points into non-combat skills (unlike the knight, that gets born war leader and associated skills), they're extremely easy to optimize.
Quote:
|
* Thief (GURPS Dungeon Fantasy 1: Adventurers, p. 12)
|
A thief's place is not in combat, it's recon and handling traps. Trying to make a combat thief is an exercise of futility that will end in disappointment. Recon can be handled by the Scout, and traps by the artificer, and both templates probably offer a more fulfilling game experience. "Combat worthy" thieves are actually swashbucklers, rogues or assassins.
Quote:
|
* Wizard (GURPS Dungeon Fantasy 1: Adventurers, p. 13)
|
Very tricky to build, need deep knowledge of the quirks of the magic system. Combat roles are either buffing (mostly pre-combat, but an in combat great haste is awesome, and they can pull the skill to get it out in reasonable time), or using save or suck spells, (Mental Stun, Stun, Glue, Stench, Concussion, Stone to Flesh, Fumble, etc). Damaging spells are not recommended (the sorcerer is the answer for those wanting to deal damage with magic).