09-29-2020, 11:44 AM | #1 |
Join Date: Sep 2004
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[DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
Okay, so I was thinking of a way to a) simplify character creation for a GURPS Dungeon Fantasy game, and b) allow for a more centralized magic system that just uses core GURPS Magic rules, instead of splitting spells between caster classes to preserve "niches".
b) would also allow me to run Dungeon Fantasy-style games in the world of Banestorm, which doesn't actually have "Clerics" so much as Priests who happen to be Wizards. Considering going with 150-200 pt templates to start with, with "lenses" allowing for more customized roles like "Berzerker" or "Scout". Any advice, beyond going to the Template Toolkit? |
09-29-2020, 11:51 AM | #2 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
Interesting. Keep talking.
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09-29-2020, 11:53 AM | #3 |
Join Date: Jun 2013
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
The Henchman book (DF11 IIRC) may serve you well here, as it has quite a few lower-power templates to look at (along with lenses to power them up).
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09-29-2020, 01:11 PM | #4 |
Join Date: Sep 2004
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
I'm also inspired by 3rd edition's own Wizards, Warriors andRogues series of books, which contained multitudes of Templates of various Spellcasters, Fighters and Scoundrels for various settings from Fantasy to Sci-Fi, although in this case I'd rather focus on Fantasy first.
Again, for now I'm just at stage 1 (considering the concept), although I'm thinking the Fighter template would focus on physical strength, survivability (with Toughness DR), the Wizard template would focus on Magery and Intelligence, and the Rogue template on a mix of Intelligence, Dexterity and Skills. Naturally, each template would have a number of options. The "Fighter" would have options for bulk-and-muscle warrior; swift, agile swashbucklers, and anything in between. Actually, I think I saved some of the old Pyramid articles on quick-and-dirty character building that had options like that. |
09-29-2020, 01:33 PM | #5 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
You might have a problem finding niches for the thief. There's Thief, Assassin... and what else?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
09-29-2020, 01:41 PM | #6 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
You might want to check the Pointless Slaying & Looting article in Pyramid 3/72: Alternate Dungeons for some package ideas, too.
As for Thief niches: Sneaky combatant (Assassin), scout/spy, property liberation specialist, or trap setter/disarmer. |
09-29-2020, 02:33 PM | #7 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
The main reason to split mages into multiple specialties is because the actual translation of high point level GURPS RAW DF would be "DF Rework: Mage, Mage, and Mage".
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09-29-2020, 03:07 PM | #8 |
Join Date: Sep 2016
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
Having spellcasters split into Bard, Cleric, Druid, and Wizard seems much more simple than having one huge wizard template and forcing to specialize by spell type. If you want to keep all magic tied to magery and mana that’s fine, just change PI to magery on those templates and make sure they are following the prerequisites per college.
But having a healing mage, nature mage and so on helps the player identify the role and quickly build a spell list when having the 400 spells in magery to think about can be a lot more complex to build. |
09-30-2020, 09:12 AM | #9 |
Join Date: Sep 2004
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
All right, I'm well aware that what I'm talking about here is more "take the Cleric and Druid and turn them into Wizard sub-classes with Magery", but honestly, I think that should be an option, especially in Fantasy games without active gods. Final Fantasy splits it's Mages into Black and White, for example.
Also, I can think of plenty of Rogue Variations; mostly because I'd be basing them from the templates from GURPS Classic: Rogues. Assassin, Bard, Cat Burgler, Con Man, Fixer, Forger, Gambler, Master Thief, Mobster, Pickpocket, Pirate, Poacher, Smuggler, Spy... Actually, now that I think about it, I could just try to update those Templates. |
09-30-2020, 09:26 AM | #10 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: [DF] Dungeon Fantasy Rework: Fighter, Mage, Thief
I like the rework of Fighter, Mage, and Specialist. It makes me think of Whitehack, which just has The Deft, The Strong, and The Wise as classes.
*If you want classless and simple, then "Pointless Slaying and Looting" from Pyramid #3/72: Alternate Dungeons is great, or you could translate the ideas found in GURPS Action 4: Specialists (and the extra material in "More Skill Sets for Specialists" in Pyramid #3/112: Action II) to Dungeon Fantasy. If you want less detail, go the first way; if you want more detail, go the second way.
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