11-19-2016, 03:28 PM | #11 |
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Re: [DF] Why do Wizards have 12 Dexterity?
DF characters don't really have dump stats like D&D classes usually do. They have super and merely good traits.
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11-19-2016, 06:27 PM | #12 | |||
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Re: [DF] Why do Wizards have 12 Dexterity?
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I guess I just need to put a bit more thought into balancing encounters.
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11-19-2016, 06:39 PM | #13 |
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Re: [DF] Why do Wizards have 12 Dexterity?
Gurps writers tend to assume GMs, NPCs, and PCs will find ways to squeeze use out of minimal use traits and ruthlessly sensibly abuse weaknesses.
It is a change from most RPGs. Though DF is somewhat of a hybrid of the two styles, in my opinion.
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11-19-2016, 07:04 PM | #14 | |
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Re: [DF] Why do Wizards have 12 Dexterity?
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That wizards' usefulness is based entirely on their spell list is a "feature" of The Other Game, and I'm not upset it didn't get replicated here.
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11-19-2016, 07:19 PM | #15 |
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Re: [DF] Why do Wizards have 12 Dexterity?
Swordsmen won't always have their swords. No matter how awesome you are at "niche", eventually you will be out of your element and need to use back up plans/abilities. Auto-losing in those situations rather than just making it hard to succeed isn't much fun, for me at least.
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11-19-2016, 07:33 PM | #16 |
formerly known as 'Kenneth Latrans'
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Re: [DF] Why do Wizards have 12 Dexterity?
Some spells have DX 11, DX 12, or IIRC DX 13 as prerequisites. DF wizard wants to qualify for as many spell prerequisites as he can out the gate.
In addition to the already-mentioned usefulness of having decent DX for touch spells, Innate Attack, improved Basic Speed, Staff/Smallsword, etc. If anything, it's weird that the Barbarian, Knight, and Swashbuckler have "only" IQ 10 out the gate, not that Wizards and Clerics have DX above 10.
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11-19-2016, 10:06 PM | #17 | |
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Re: [DF] Why do Wizards have 12 Dexterity?
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IQ is also Perception, and being an idiot means you don't notice important things (or don't realize it was important, or forget about it when you get distracted, same difference). IQ is also Will, and as mentioned Knights can find themselves suddenly in Make Will Roll Or Suck fights. And, just like the Wizard can't guarentee a nice ablative wall of knights in front of him, the Knights can't always rely on having a thinking-brain Wizard on hand when the IQ needs rolling. Knights are also Tactics and Leadership characters, which are IQ based. Nobody is single stat.
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11-20-2016, 01:48 AM | #18 |
formerly known as 'Kenneth Latrans'
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Re: [DF] Why do Wizards have 12 Dexterity?
And thank goodness for that! This is one of the things I like about GURPS, every archetype benefits from every attribute (even if in different measure).
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11-20-2016, 01:51 AM | #19 | ||
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Re: [DF] Why do Wizards have 12 Dexterity?
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The Knight is probably the second-most devoted combatant, after the Swashbuckler, but they have some expertise in martial equipment (Armory, Connoisseur) and military command (Leadership, Strategy, Tactics) and a range of useful Background skills. They're not useless in a scene where they're not going to be rolling damage, though they certainly tend to a much smaller role in those cases relative to some other templates. Wizards are flat-out terrible at brawn and manage to underperform the already very poor thief or druid in martial or muscular activities. DX 12 is the lowest of any template, tied with other magic users. DX 12, like a weapon skill of 14, is kind of a 'if you are not this capable of dealing with physical reality you don't belong in a dungeon' cut-off. Quote:
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11-20-2016, 02:16 AM | #20 |
Join Date: Mar 2013
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Re: [DF] Why do Wizards have 12 Dexterity?
"Feature" is right, as some believe that it's a serious balance problem, interestingly one the latest versions have at least tried to fix
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