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Old 11-15-2010, 01:41 PM   #1
b-dog
 
Join Date: Nov 2006
Default [DF] AD&D Levels and GURPS Will

I have been looking over some older modules and there are many cases where lower level characters are frightened off while higher level ones are more resistant to the effects. In GURPS this is reflected by Will and Will is only one set attribute. There is in my mind something to the fact that a higher level character would be more resistant to fear and the like due to the fact that they have more of the heroic essence than just a normal person with a strong will. I think that the stronger resistance to fear in high level characters in AD&D is backed up by the fact that the high level characters are more powerful and embody more heroism than lower level characters. Now I know that GURPS uses no level and characters can pick and choose the traits that they want but I still sort of feel that in fantasy higher powerful characters seem more appropriate to having resistance to fear because they have been through this experience before and also because they have the power to back it up.

So I don't know how to play this but I just think that there should maybe be some unwritten rule that the purchase of high Will needs to have a certain power level to be abe to do it. Yes I know that GURPS does not do things this way but I still feel that as a DF character advances then his/her Will should increase as well to reflect the growth of heroism in the character. Maybe I am thinking that heroism is more important than just having a strong mind or maybe a character should not be able to have such a strong mind unless they have been through enough combat scenarios. Who knows? So I am asking how do you hand out Will in you DF games? Do you just let characters buy as much as they want to? Or do you start them at a lower level and then have them gain a stronger will through dungeon exploration?

I just have this concept that a 14th level paladin would just naturally have a stronger resolve and will than a lower level one just because he/she has adventured long enough to gain a strong mind. This is a old school AD&D concept but it is one that I tend to like because it makes gaining resolve through actual adventure experience rather than just buying it with points at the start of the game. What do you think? Thanks
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