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Old 02-27-2008, 12:56 PM   #51
blacksmith
 
Join Date: Aug 2005
Default Re: Templates in DF

Quote:
Originally Posted by ziresta
They don't have to. Read the bit about Skills and Spells on page 43 of DF3. While I would certainly not recommend it, if a player really wanted to they could just keep putting points into the same weapon until the GM cried "Enough!" If the GM ever did.
And that was not what I was responding to.
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Old 03-04-2008, 05:18 AM   #52
sjmdw45
 
Join Date: Jan 2008
Default Re: Templates in DF

Quote:
Originally Posted by Rev. Pee Kitty
Honestly, to me, the templates are DF. The concept of extreme niche protection is perfect for the genre, so I'd enforce the rule that you must use the template as written, and can only spend the 5 points from your Quirks on any (appropriate) skills you want. So sure, Mr. Barbarian can learn Pickpocket if he really wants, but he isn't sinking 8 points into it. If it's that important, he can multi-clas... er, I mean, use a template lens from DF3. :)
Agree about niche protection. Otherwise it's very, very tempting to throw DR (Tough Skin) on Barbarians and Knights, because it's so useful for what it costs, and Parry Missile Weapons, and then they might all start looking the same. Having the templates as "structure," enforced by the rules, is a good thing IMO for this genre.

At the same time, I like DF3's notion of letting classes cross-train in skills for lots of extra cash, thereby showcasing the flexibility of GURPS over Some Other Game.

-Max
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