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#1 |
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Join Date: Aug 2005
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As dungeon delving needs to be a relatively lucurative field for a variety of reasons, how does such changes in ammount of money relate to wealth advantages and disadvantages?
It seems that haveing little money to start with makes the most sense as to make enough to say justify healing potions and the like you will quickly make enough money to get 1000 worth of gear. Also with say weapon bonds and getting new magic swords can you transfer it? Enchantment of such things can take an very long time after all. |
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#2 | ||
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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#3 | |
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Join Date: Aug 2005
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Again this is not so much a problem in many games as you often don't get such incomes in other games. edit: For example you want to make a fencer, so you take the rapier from martial arts that can cut and thrust, it starts as 1000, it weights 3 pounds and so you make it unbreakable(now 9000), it needs to get through armor so you add penetrating (14000). That is 28 points in signature gear right there. Now the guy who finds it is in luck as they have an extra 28 points for skills and atributes. So he spends them on his rapier skill and kills the guy with the good swords and loots his body. Last edited by blacksmith; 01-30-2008 at 01:59 PM. |
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#4 |
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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It's Signature Gear; I'm not overly worried about breakage, assuming I play intelligently, because I've spent points that say my GM should give me a chance to get it repaired if it breaks through no real fault of my own. If I make a point of always parrying the Ogre's two-handed clubs with it, I deserve to have it break. I'd probably make it Fine (again, using the Dungeon Fantasy rules) for a final cost of $4000 - and a swashbuckler starting with an 8-point Signature Gear sword is perfectly rational to me.
As for penetrating armor, spend those points on more skill (or Targeted Attack techniques) in order to aim for chinks in armor or go for the eyes. Starting adventurers shouldn't have too much need for a Penetrating weapon anyway, and experienced ones can either take the time to intimately learn the balance of their new magic sword (by spending another point for Weapon Bond) or else just live with the fact that they've lost +1 to skill. If it transferred from weapon to weapon, it would be no different from +1 skill, for 1/4 the cost - and that's silly. |
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#5 | ||
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Join Date: Aug 2005
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And why are 250 point characters thought of as starting? 250 points is plenty to face things like Golems and other high DR things. Look at the dual golem swordsman from Dungeons, a swashbuckler with out a penetrating weapon is so pointless against him. Quote:
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#6 | |
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Join Date: Feb 2005
Location: Psionic Ward
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#7 | |
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Join Date: Aug 2005
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Hats off to a truely evil GM. |
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#8 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 | |
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Join Date: Aug 2005
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#10 | ||
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Join Date: Apr 2007
Location: Ottawa, ON, CA
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As for swashbucklers being pointless, if you're referring to the Golem-Armor Swordsman on page 24, anything shy of a Barbarian is going to have trouble piercing his DR straight up. However, his armor has chinks, the golem has eyes (and is specifically described as apparently having the normal human vulnerabilities in the head and vitals), and any Swashbuckler worth his salt is going to be aiming for one or the other. I wouldn't call a Penetrating weapon a 'requirement' by any stretch. Quote:
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