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#31 |
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Join Date: Sep 2004
Location: Chicago
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Just to wander back in the general direction of Wealth in DF. Is there a reason that neither the Holy Warrior nor the Knight have Wealth listed in their Templates? I would think that both of them (but especially the knight) would have a need for it to cover the costs of their professional gear. Seeing as it (and the presence of Savior-Faire (High Society) ) are the short-hand for status in DF, Wealth would seem to fit either template as well.
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#32 |
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Join Date: Aug 2004
Location: Wellington, NZ
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The recommendation in the templates is to buy extra gear for them using Signature Gear or 'points for cash', IIRC.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#33 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#34 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Nothing says you can't scrounge up points and buy Wealth for anyone, really. But as far as the templates go, it's only given to the roguish social engineers (bard and thief) because I was looking strictly at the buy/sell angle. In dungeon hacks -- as opposed to in semi-historical fantasy -- making deals is the job of roguish types. Knights are indeed just fighters with the name changed to avoid hard feelings; even knightly knights are essentially knights errant, ronin, etc., and probably stuck with the gear on their back.
I guess I'll admit that I was taking a moderately hard line on niche protection, doing things like leaving Survival off "urban" templates and only giving Wealth to "rogue" templates. As SJ himself pointed out, "Really, a party only needs one guy with Wealth, the way these rules work." Exactly. And that guy ought to be the main reseller, who will likely be the bard or thief. If the knight could do as well, he'd steal the spotlight from these other guys even in town, when he's already going to be dominating 3/4 of the action in the dungeon by hacking things to death. I wanted the weaselly town-dwellers to have some edge! I think that a genuine knight, with social backing, horse, armor, etc., would be an interesting template -- call him "landed knight" or "knight of the realm" or something -- quite different from the generic one. I'm not certain that it would be the most useful template on a dungeon hack, but who knows? The 11 templates in Adventurers represent a considerably pared-down list. Had I infinite space, I'd have included other concepts from my original hardback outline: an artificer, an assassin distinct from the scout and thief, a beastmaster distinct from the barbarian and druid, and a scholar distinct from the cleric and wizard. Also, I wouldn't have merged what my notes called the knight and the swordsman. The former was closer to a real knight; the latter, to the classic fighter. I chose "knight" over "swordsman" (probably better called "man at arms" or something) to name the template because "swordsman" could easily be mistaken for "swashbuckler" (and "man at arms" lost for being too long).
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#35 | |
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Join Date: Aug 2005
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#36 | |
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Join Date: Aug 2005
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Cool he gets to make new characters for every game. |
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#37 | ||
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Join Date: Sep 2004
Location: Chicago
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#38 | |
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Join Date: Sep 2004
Location: Canada
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#39 | |
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Join Date: Apr 2007
Location: B'ham AL
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A good GM tailors the encounters to the party and doesn't just keep uping the power without regard to group dynamic. The point here is to provide a deterrent to death so that players don't just kill their characters off when they want to play something new.
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Afghanistan is a beautiful country...save for all the humans that loiter about the place. |
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#40 | |
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Join Date: Aug 2005
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So the good GM reconfigures an established Enemies abilities to conform to current party configuration? |
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