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Delvers to Grow - fast character building for Dungeon Fantasy RPG and GURPS DF
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<blockquote data-quote="Argyle King" data-source="post: 8274001" data-attributes="member: 58416"><p>I'm of the impression that the creatures are built to expect facing 250-point delvers. Likewise, the world around the delvers is built to expect a certain amount of capability on the part of the delvers. I am well aware that <a href="http://www.warehouse23.com/products/gurps-basic-set-characters" target="_blank">GURPS</a> does not have levels in the same way D&D does, thus some of the power scaling issues of the latter are not a concern. At the same time, a baseline orc built for a game assuming 250-point delvers looks a bit different than what you see in <a href="http://www.warehouse23.com/products/gurps-banestorm" target="_blank">Banestorm</a> or some of the other products which are geared toward <a href="http://www.warehouse23.com/products/pyramid-number-3-slash-41-fantasy-world-building" target="_blank">other styles of fantasy</a>.</p><p></p><p><em>Edit: I am completely aware that points do not necessarily equal power in GURPS. GURPS -as said already- does not have levels in the same way D&D does. In a melee, it's wholly possible that a 100-point warrior easily defeats a 500-point basket weaver. But I am curious to hear what advice those who have more experience with </em><a href="http://www.sjgames.com/dungeonfantasy/" target="_blank"><em>DFRPG</em></a><em> have with running and scaling the game for the players. In the context of point values, part of this question comes from realizing that -in Dungeon Fantasy- things typically are built in a way which is related to the ability to engage in a more-direct method of conflict resolution. </em></p><p></p><p>You mention scaling the adventures you've run down. What are some of the changes you made to the challenges faced by the players?</p><p></p><p>Also, if I were someone who wanted to stick with the lower power curve and have a game which advances (for a lack of better words) more horizontally (as in the man-at-arms becomes a knight with social advantages and such) instead of vertically (the +1 sword becomes a +2 sword) and stay more in the realm of what D&D might call "heroic tier" for a story, are there adjustments which should be made to <a href="http://www.sjgames.com/dungeonfantasy/" target="_blank">DFRPG products</a> to meet that goal?</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8274001, member: 58416"] I'm of the impression that the creatures are built to expect facing 250-point delvers. Likewise, the world around the delvers is built to expect a certain amount of capability on the part of the delvers. I am well aware that [URL='http://www.warehouse23.com/products/gurps-basic-set-characters']GURPS[/URL] does not have levels in the same way D&D does, thus some of the power scaling issues of the latter are not a concern. At the same time, a baseline orc built for a game assuming 250-point delvers looks a bit different than what you see in [URL='http://www.warehouse23.com/products/gurps-banestorm']Banestorm[/URL] or some of the other products which are geared toward [URL='http://www.warehouse23.com/products/pyramid-number-3-slash-41-fantasy-world-building']other styles of fantasy[/URL]. [I]Edit: I am completely aware that points do not necessarily equal power in GURPS. GURPS -as said already- does not have levels in the same way D&D does. In a melee, it's wholly possible that a 100-point warrior easily defeats a 500-point basket weaver. But I am curious to hear what advice those who have more experience with [/I][URL='http://www.sjgames.com/dungeonfantasy/'][I]DFRPG[/I][/URL][I] have with running and scaling the game for the players. In the context of point values, part of this question comes from realizing that -in Dungeon Fantasy- things typically are built in a way which is related to the ability to engage in a more-direct method of conflict resolution. [/I] You mention scaling the adventures you've run down. What are some of the changes you made to the challenges faced by the players? Also, if I were someone who wanted to stick with the lower power curve and have a game which advances (for a lack of better words) more horizontally (as in the man-at-arms becomes a knight with social advantages and such) instead of vertically (the +1 sword becomes a +2 sword) and stay more in the realm of what D&D might call "heroic tier" for a story, are there adjustments which should be made to [URL='http://www.sjgames.com/dungeonfantasy/']DFRPG products[/URL] to meet that goal? [/QUOTE]
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