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#1 | |
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Join Date: Aug 2004
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Another thread had this interesting comment, deserving of a reply in its own thread:
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Savoir-Faire deals with nobles but also covers Savior-Faire (Military) in DFRPG, so it can smooth over encounters with soldiers and guards (tolls, contraband checks, curfew enforcement, and "make way for the lord's carriage, you peasants"). Yeah, the bard will have the skill at an even higher level, but some soldier-types will prefer to deal with "one of us". The knight's appearance will catch the attention of anyone selling arms and armor; the PC should get lots of offers in marketplaces (and back alleys). Connoisseur (Weapons) and Armory will identify the junk (or the rare outstanding deal). Catching a scammer hawking $50 goblin swords as heirloom pieces gives the PC a chance to roleplay. (I don't know that Leadership is the right skill for commanding a dishonest peddler to turn himself in to the Guard, but it sounds fun. If it doesn't work, there's Wrestling to frog-march the peddler to a guard post, and Savoir-Faire and Leadership to get the lazy guards to do something with the petty crook.) Then there's a pretty good Carousing skill. A knight should get plenty of attention in the taverns. Wizards and druids are weird, clerics are dull (or so drinkers assume), and barbarians are foreign, but every commoner or soldier wants to hear (or swap) tales of battles and bandit-rousting with a scarred warrior. I wouldn't object to adding Teaching to the knight's template. Where do knightly skills come from, if not through knights and sergeants training squires and recruits? Teaching opportunities for cleric and wizard delvers might be pretty rare, but I picture banging wooden swords as the Town version of street basketball, and a knight could spend all day giving pointers to the younglings. (Befriending urchins is fun. They're great at little missions like "Find me in the tavern if you see the half-orc in the green cloak", and they work for copper.) Festivals should offer friendly uses for combat skills, like mock battles and wrestling tournaments. (Followed by invitations to carouse.) Then there are the Town-friendly skills of Gambling, Heraldry, Intimidation, and Streetwise, though a knight's skill levels dampen the appeal. (The trick to gambling is to use Streetwise to find the right back-alley den, Heraldry to identify the fellow knights in there, and Savoir-Faire to get a seat at their table – a table of blustering punters who back their bets with lousy Gambling-9. : ) Final thought on skills: DFRPG embraces resource management, gear shopping, and team-building, which makes strategic planning for quests important. I don't know what skill best covers these matters of logistics, but mebbe the little-used Strategy skill – a knightly specialty – could be given the job. A simple idea for the mechanics: Before the mission, let one PC roll vs Strategy; success means the GM hints at smart choices for gear, hirelings, or other prep. Anyone else have ideas on making knightly non-combat abilities more useful in town?
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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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#2 |
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Join Date: Feb 2009
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I admit I view the swashbuckler as far more of a 'pure fighter' chassis than a knight
A knights purchase of Born War Leader and sundry skills definitely weighs heavier on the not combat side of things This is interesting on Knights and Non Combat https://dungeonfantastic.blogspot.co...ng-to.html?m=1 |
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#3 | |
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Join Date: Dec 2009
Location: Saint Paul, MN
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I also wonder about the usefulness of knights during non-combat scenes in adventures (but outside of town). They are strong, so any challenge requiring strength is a possibility. They are potentially ok at climbing and stealth, but wouldn't be my first choice. Pretty good at forced entry. Armory and Connoisseur come in handy when evaluating loot. Leadership isn't great with most PC groups but earns its points if henchmen are a feature. One passive use that knights have played in some of my games is having enough DR to handle surprises: ambushes, traps, falling rocks, walls of fire, etc. Often the knight in the party can absorb enough damage to make it to places that the rest of the group can't reach (at least without expending magical resources). But this veers into combat territory, which is obviously their forte. |
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#4 | |
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Join Date: Aug 2004
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My main thought, though, was that the knight template really pushes the fighter thing with combat-focused traits; there's almost nothing else available to spend on! Whereas the swashbuckler - as suggested in customization notes an elsewhere - is free to go the route of the foppish face-man, or the parkour artist (mainly by buying the expensive Perfect Balance), or the rogue who just lucks his way through everything (by blowing a ton of points on Extraordinary Luck, Serendipity, and Daredevil). Or, yes, the swashbuckler can sink those copious advantage points into ST and combat advantages to become a fighter that rivals the knight. Also: Thanks for the link! The article points out non-combat uses of knightly brawn, which I think is a good addition to my thoughts on making use of knights' mental gifts.
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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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#5 | |
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Join Date: Aug 2004
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Quote:
Which reminds me of a point I forgot to add: Realistic Leadership isn't just about rallying and commanding people in action; there's also a component of sizing up people and judging their capabilities, after observing their performance in action or even before that if possible. If the GM is creative in varying hireling quality (e.g., tossing mental cases, resume padders, and thieves into the bunch), Leadership should help in devising questions and tests for potential hires, separating talkers from doers, and detecting who's about to snap after that last dragon encounter. The skill shouldn't replace key uses of Detect Lies, Interrogation, or Psychology (Psychology for people, if DFRPG offered that as a skill), but should at least act as a complementary roll whenever sizing up someone's fitness for a job.
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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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#6 |
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Join Date: Aug 2018
Location: Dallas, TX
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In the game I'm running, I'm giving the Knight access to Charisma.
The fighters of first edition got to have castles and what not as they leveled, and many historical military leaders have been quite Charismatic. |
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#7 |
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Join Date: Feb 2009
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I tend to feel knights and Wealth go together so I'd allow that
http://forums.sjgames.com/showthread.php?t=152812 |
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#8 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Sex Appeal is based on HT, so a Knight who is willing to step out of his comfort zone could use their impeccable physique to charm the pants off people.
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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 Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#9 | |
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Join Date: Dec 2009
Location: Saint Paul, MN
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If most knights are wearing heavy armor, I wonder if they could invest in a suit of armor that makes them look buffer than they are. Who could see the modest beer gut behind the chiseled steel six-pack? |
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#10 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
Also, breastplates with pecs and six-packs were definitely a thing.
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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 Author of Winged Folk. The GURPS Discord. Drop by and say hi! Last edited by Anders; 02-03-2021 at 06:08 AM. |
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