Dungeon Fantasy 1: Adventurers
Chapter 2: Dungeon Delvers’ Cheat Sheet
Mercifully
for me, this is a shorter chapter, mostly a few lists, and thus a shorter blog
post.
The
chapter starts with three new advantages. The first is Heroic Archer, which is
Gunslinger for bowmen. This is for the Scouts, and lets them play Legolas. As
this is one of the few GURPS advantages in Dungeon Fantasy
that I’ve tested from the other side of the screen (I’m usually the GM), this
is begging for the “No Nuisance Rolls” perk. A Scout won’t miss too many rolls
to load fast, and you’re rolling often. If someone has also bought the
Quick-Shot power-up from DF11, I’d let him then buy No Nuisance
Rolls for this too.
The
next is a talent, Born War Leader. As Born War Leader raises three skills in Dungeon
Fantasy, it isn’t a great bargain, though I can see a character having
Savoir-Faire (Military) in Dungeon Fantasy even though it’s not
on the list. Both Holy Warriors and Knights have this talent, so if someone
plays one of them with any soldierly bent, have a few professional soldiers to
take advantage of the reaction bonus and maybe Savoir-Faire (Military)
too.
Last
is a perk, Weapon Bond. This has an issue since murder hoboes are always
trading up their weapons. It's only a point, but if a Swashbuckler trades up
his sword a few times, he'll be down a few points.
Now,
the trait lists. These are all pretty boring, but they do the job of pruning
away the traits that faux-medieval munchkins don’t need. They also limit the
number of traits that need house rules.
More
interesting are the sidebars. The first is Disadvantage Limit. This talks about
what is says on the tin, and what disadvantages accomplish. One thing that Dungeon
Fantasy did was acknowledge that disadvantage limits equal to 50%
of the starting point total gets hairy fast. I ran a game with 300-point space
marines with -100 points of disadvantages, and we wound up ignoring most of the
disadvantages they took. It was a freak show. (We also didn't need that many
points.) I like the flexibility of not hewing hard to -40 like 3e did, but
looking back, keeping it low made sense.
One
thing that has been an obsession with me is making sure pure roleplaying
disadvantages balance out against pure game mechanical ones, and in this area, Dungeon
Fantasy needs help. Frankly, GURPS as a whole needs help
here. See my two posts on this, as well as the notes I made about Honesty and
Vow (Vegetarian) in the last installment.
The
next sidebar is Everyman Skills. This gives a short list (Climbing, Hiking,
Stealth, First Aid, Gesture, Observation, Scrounging, Search) of basic tasks
that are skills in GURPS. It also says that if you don't have
these skills, you might be screwed out on an adventure. It also signals to the
GM that these skills should and will be handy, and folks should be lining up to
roll against them. These also will call out for good ones for house rules.
At
the end is a list of wildcard skills (aka bang skills). They represent all the
main skills for a template, and handle talents. After fiddling around with
these, I chose not to go with them for my game. For one thing, instead of loads
of individual skills, you now have one big skill with a long graf of tasks
it entails. Most have more than one score, as different attributes govern the
wildcard skill for different tasks. They don't include all skills that the
character has, and there isn't rhyme or reason to which ones they include. Most
don't include weapon skills, but some do. Therefore, in the end, it struck me
as easier to go with the traditional skill lists, leaving bang skills for quick
NPCs, where they're always handy and ad hoc (like Beggar!-11 for some
meandering mendicant who isn't much of a mendicant). YMMV, of course, though
the later Dungeon Fantasy supplements are erratic on whether or
not they include a bang skill for a template, which suggests that many others
don't use them either.
There are No Nuisance Rolls perks for Scouts in Pyramid 3/61 - Flawless Fast-Draw and Flawless Nocking.
ReplyDeleteThanks for point that out. Stuff like this is one of the points of this silly exercise.
DeleteWhen I've got some time I'll read the whole series through carefully and see if spot anything else, if that'll help!
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