Dungeon Delver Class
I have played an adventure with my son who is a first time player. Running his player was difficult for him because of all the skills. If I were to make classes for new players I would use a totally different approach than what the DF line does. I would start with the basic delver class first as the main template. That way a new player could use his delvers skills to navigate the dungeon and by doing so learn how the system works. I would have the majority of points be for things like climbing, opening locks, stealth, silence, shadowing etc. then a smaller amount on the D&D class stuff. Like magic delver would have a level of Magery and a few spells, a clerical delver would have Power Investiture and a few spells, a fighter delver would have extra strength and weapon master and so on. The best way to learn is to be able to practice skills in a dungeon without the threat of death until the PC knows how to play properly. GURPS plays differently than AD&D for sure and there is a steep learning curve to master. So in my opinion it is better to learn in a dungeon with dungeon skills before large scale combat.
Maybe a 75 to125 point delver or Dungeoneer class would be great to start with. He could navigate the dungeon pretty well and even be able to have a little combat too but later he could start to focus on learning spell casting or becoming a fighter or thief. The beginning dungeon could be more empty too so that the beginning delver can master his skills and when he does he can start adding magic or weapon abilities and so on. Just my opinion…
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