Quote:
Originally Posted by b-dog
Yes. We made a 62 point Swashbuckler from that book, Delvers to Grow. I think I would just make a 75 point PC with skills used to explore a dungeon instead of the Delvers to Grow template. I think that after a few adventures then the PCs would start encountering monsters with the abilities to escape them in addition to combat them. When you think about it, why would a wizard or swashbuckler go into a dungeon without much dungeon delving ability? It makes more sense to have a PC that explores ruins and dungeons to find treasure to get enough money to start training to learn a few magical spells or to take classes to learn how to use a sword.
In any case I would really love to have some DF dungeons that focus more on exploration and dungeon obstacles. Or maybe a DF book of dungeon challenges where combat is not necessary but instead the space use their dungeon skills.
|
Dungeons are dangerous places. Combat capabilities ARE required to survive dungeon delving. That being stated - they absolutely should having things like Climbing, Observation, Survival (
appropriate_environment), Scrounging, Navigation, Cartography, Hiking. For magic user spells like Continual Light, Climbing, Balance, Lockpicking, Sense Foes, Walk on Air, etc.
As for setting up a Basic Delvers template, I seem to recall seeing an "everyman" list of things all delvers should have. I'm not sure if it was in a thread here or in Pyramid article or DFRPG supplement.
On the 75 point template on thing to be aware of is if you play a non-human race it will use 20+ points. I''d always choose race in conjunction with selecting a profession as that will ensure your not backing out of allocated points.