04-17-2023, 09:57 AM | #21 | |
Join Date: May 2010
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Re: we want more denizens!!!
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I feel like as-written Druids would already be pretty damn useful to a pirate crew, especially with their weather magic. Though they should have an option to shift points from Herb Lore, Naturalist, and the like to nautical skills for exactly this reason.
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04-17-2023, 06:12 PM | #22 | |
Join Date: Jun 2022
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Re: we want more denizens!!!
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And they still aren't quite as popular as the base Cleric (though the gap did close quite a bit). |
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04-17-2023, 08:43 PM | #23 |
Join Date: May 2015
Location: Brazil
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Re: we want more denizens!!!
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04-17-2023, 10:58 PM | #24 | ||
Join Date: Aug 2004
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Re: we want more denizens!!!
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To quibble about things: in GURPS, Psychology extends to clinical diagnosis and treatment of disorders. Physiology is anatomist-level intricate knowledge of bodily systems and their interactions. And so on. All cool, but it's such overkill for monster hunters. I think there's no need for perks or other new stuff, just an existing skill: Expert Skill (Demon Fighter), Expert Skill (Fae Fighter), etc. That'd cover Psychology, Physiology, and Hidden Lore for delver-level fighting purposes: distracting foes, identifying vital targets, knowing that Red Frog Demons always take orders from Green Frog Demons, etc., plus miscellaneous knowledge about tools of the hunter's trade, all in a single, affordable skill. (Full-blown Psychology, Physiology, and Hidden Lore skills would still exist, handling more esoteric knowledge for the truly dedicated sage.) I think it's a fine option for DF overall, and a Holy Warriors book would be a good place to introduce it.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) Last edited by tbone; 04-17-2023 at 11:01 PM. |
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04-18-2023, 12:09 AM | #25 | |
Join Date: Jun 2022
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Re: we want more denizens!!!
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Just roll Physiology and Psychology into Hidden Lore and call it a day. As for Sage, they will be taking like 12 of Hidden Lores and all the languages, Cartography, Literature, etc, they've already got a plate full of skills, they also don't need 12 different Psychologies and Physiologies. That's what I did for my games, made Holy Warriors a lot easier to play, not to mention Sages. Now I did keep Physiology and Psychology, but I made the specialty "Civilized Races" and called it a day. |
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04-18-2023, 03:59 AM | #26 | |
Join Date: Aug 2004
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Re: we want more denizens!!!
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But I'm suggesting a different approach that maintains all three skills just as they are, while also offering delvers a "just the hunter-relevant stuff, please" alternative. (I mean, I like that there's a Physiology (Demons) for the oddball sages or demonologists who actually dissect and experiment on the things. And an academic Psychology (Faerie) could be a legitimate domain of study, covering all the same sub-fields as human Psychology. It's just way more knowledge than what delvers need to kill things...)
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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04-18-2023, 09:37 AM | #27 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: we want more denizens!!!
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04-18-2023, 11:18 AM | #28 | |
Join Date: Jun 2022
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Re: we want more denizens!!!
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By which I mean, for PCs Sages I'd be more prone to let them take "Physiology" and "Psychology" as Perks to work off their Hidden Lore if they want to go deep like that, but also, in my case I ditched those skills completely and subsumed them into Hidden Lore. So the Holy Warrior with Hidden Lore (Demons) has the effects of Hidden Lore, Psychology, and Physiology all wrapped up in Hidden Lore. Also, I re-expanded Higher Purpose back to all rolls when dealing with your subject, so that includes Acting to lie to Demons, Detect Lies, Hidden Lore, Knot-Tying, Intimidation, etc. It really makes Higher Purpose feel worth it, especially when their chosen 'foes' don't come up as often, or they have 3-5 Higher Purposes for different Evil (or Good) Supernatural foes. I've also toyed with adding a "non-supernatural, nature based" version for Scouts "ala Rangers". But that's just a backburner idea so far. |
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04-19-2023, 02:40 PM | #29 | |
Join Date: Jan 2008
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Re: we want more denizens!!!
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That they are not supreme without it is not evidence that new advantages need to be created. They just need better access to existing advantages. Heroic Grace for example becomes LOTS better if you've got Weapon Master, not to mention Peter's revised Higher Purpose. Say hello to three attacks at 4d+20! P.S. That's a fairly typical result, not a theoretical maximum. Maximum with a half-ogre Holy Warrior at ST 24 + Contingency Casting (Might IV) + Contingency Casting (Flaming Weapon) + Striking ST 2 + Weapon Master (greatsword) + a very fine greatsword + Heroic Grace (2d6 ST that rolls a +7) + Higher Purpose 3 (Peter's version, gives +3 to every die rolled)... That's effective ST 24+4+2+7 (37). Sw+5 damage is 6d+7. Total damage per hit: 6d+37 cut + 2 burning. (58 cut + 2.) That's high enough to give you a good chance to kill a Grimmdar in single combat!!! 4d+20 is not a maximum, just an illustration of a fairly typical damage output assuming access to Weapon Master and revised Higher Purpose. Holy Warriors don't lack cool ways to spend extra points they get beyond that. Last edited by sjmdw45; 04-19-2023 at 03:29 PM. |
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04-19-2023, 03:01 PM | #30 |
Join Date: Jun 2013
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Re: we want more denizens!!!
I was going to suggest Breaking Blow for the former, but checking its description I see it doesn't apply to natural armor, so while it would work against an armored foe (and should work against a golem or similar), you'd be screwed against a dragon (a power up that simply outright applies an Armor Divisor to your unarmed attacks would be welcome, here). For the latter, I believe there's a Inner Alchemy Perk that makes your unarmed strikes function as though they were made of a specific substance or similar (I believe there's a version for gold and a version that makes them function as holy weapons), so if there's something that can affect such foes as though they were tangible (like silver and holy weapons in Oblivion), that should work there; failing that, there's a version of Blessed that makes all your weapons function as though they had Affects Insubstantial, so a variant of that that applied to unarmed attacks should make Judo Throw viable (although the foe would probably just go through the floor unless you opt to maintain the grapple).
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