![]() |
![]() |
#31 | |
Join Date: Aug 2004
Location: Austin, TX
|
![]() Quote:
Before that, I ran a modern day hunters go dungeon crawling game. The precis was the PCs were totally mundane aside from latent magical ability. Bruno was sad that she wouldn't be able to play some superhuman monster, and convinced me it was a good idea. We ended up with a group of trolls, dwarves, and half-orcs with guns shooting up a dungeon. It worked out. As a GM, my ideas for a campaign aren't necessarily as entertaining for the players as they could be. As a player, you never know what the GM will allow unless you ask. Every game set-up is a negotiation between the players and the GM. A player saying "I want to play a penniless warrior-monk with armor as good as the guys in actual armor" has a pretty reasonable character concept. I'd be kind of peeved if I was told my warrior monk wasn't affordable on the points budget, but if I changed my concept to "rich warrior monk in actual armor" then it wouldn't be a problem at all. Obviously, I might need to pay a premium for invisible, weightless armor, but if the rich monk can put down Wealthy [20] and buy the armor and have money left over, then I should be able to be a penniless warrior-monk with invisible, weightless armor for 60 or 80 CP at most.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
|
![]() |
![]() |
![]() |
#32 | ||
Join Date: Jan 2008
|
![]() Quote:
Quote:
Last edited by sjmdw45; 09-28-2023 at 09:41 PM. |
||
![]() |
![]() |
![]() |
#33 | |
Join Date: Aug 2007
|
![]() Quote:
Even in Old School D&D Monk characters get things besides "Armor class" and "hit pts". Gurps clearly distinguishes between "Warrior Monk" and "Tank" in terms of game mechanics and anyone who won't adapt to that probably shouldn't be playing Gurps.
__________________
Fred Brackin |
|
![]() |
![]() |
![]() |
#34 | |
Join Date: Dec 2007
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#35 |
Join Date: Feb 2005
Location: Berkeley, CA
|
![]()
Not really. Mostly it encourages not taking conventional defenses at all because you can't buy enough of them for an affordable price to make any difference.
|
![]() |
![]() |
![]() |
#36 |
Join Date: Dec 2007
|
![]() |
![]() |
![]() |
![]() |
#37 |
Join Date: Jun 2013
|
![]()
IT:DR 1/100 costs [300], which is expensive but calls for around 57d damage per 1 HP wounding (although there is the issue of it rounding up, so even 1 point of damage will result in 1 HP of wounding). That said, for that same [300] you could instead grab Regeneration (Extreme) [150] + Unkillable 3 [150] and make it so you'll fully recover from any hit in, at most, 11 seconds (something that atomizes you, reducing you to -10xHP, would take 11 seconds to get you back up to full HP - and as you're untouchable while "dead," this can't be stopped, plus trapping you won't work because you can just reform somewhere nearby).
__________________
GURPS Overhaul |
![]() |
![]() |
![]() |
#38 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
![]() Quote:
What the cannot do is the trick they can with Unkillable 2 where they can capture your remains and prevent you coming back by dropping them into a tank of acid or the like, but if you reform within a couple of yards of your point of death, they can do something similar.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
![]() |
![]() |
![]() |
#39 |
☣
Join Date: Sep 2004
Location: Southeast NC
|
![]()
I might also point out that gear loadout is part of the point of an ultra tech space campaign, and just buying the equivalent as cheap powers dilutes that.
I mean, you wouldn't let characters in a Crimson Skies campaign take Flight and huge levels of Enhanced Move (Air), when a big point of the setting is the Cool Planes.
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
![]() |
![]() |
![]() |
#40 | |
Join Date: Jun 2013
|
![]() Quote:
But, yeah, confirming you and the GM are on the same page about how your traits work before the start of the campaign (so you can change your design - or even completely scrap it to create a different character - if you find an important ability won't work the way you thought it would) is always a good idea. You'll also want to me certain what you're going for is available, of course - even if Kryptonian/Saiyan/Viltrumite-expies are available, beings that can regenerate from slurry to full in seconds and ones that turn into energy and reform elsewhere upon destruction may well not be.
__________________
GURPS Overhaul Last edited by Varyon; 09-29-2023 at 09:10 AM. |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|