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Why PCs should be competent, or "I got a lot of past in my past"
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<blockquote data-quote="uzirath" data-source="post: 9258158" data-attributes="member: 8495"><p>The Dungeon Fantasy Roleplaying Game (a GURPS variant focused on D&D-style tropes) starts characters at 250 points, which many people liken to level 5-7 in D&D terms. Some folks, including me, like this a lot. Others complain that it doesn't allow for the "zero-to-hero" story. Thus, Gaming Ballistic released the <a href="https://gaming-ballistic.myshopify.com/products/delvers-to-grow-core-book?variant=42552070865151" target="_blank">Delvers to Grow</a> supplements to support quickly building lower point characters. </p><p></p><p>In the broader GURPS world, starting character power and growth (if any) depends entirely on the genre. Superhero games can start at 1000 points or more. I've played in some campaigns where characters didn't use points at all... you just built the character with the abilities that made sense for their role and backstory. This required a robust Session Zero where we could discuss how the team would work together dramatically. Any character growth in this game was just whatever the story produced. There was no set "rate" of progress. </p><p></p><p>It's fun trying out different ways of managing this.</p></blockquote><p></p>
[QUOTE="uzirath, post: 9258158, member: 8495"] The Dungeon Fantasy Roleplaying Game (a GURPS variant focused on D&D-style tropes) starts characters at 250 points, which many people liken to level 5-7 in D&D terms. Some folks, including me, like this a lot. Others complain that it doesn't allow for the "zero-to-hero" story. Thus, Gaming Ballistic released the [URL='https://gaming-ballistic.myshopify.com/products/delvers-to-grow-core-book?variant=42552070865151']Delvers to Grow[/URL] supplements to support quickly building lower point characters. In the broader GURPS world, starting character power and growth (if any) depends entirely on the genre. Superhero games can start at 1000 points or more. I've played in some campaigns where characters didn't use points at all... you just built the character with the abilities that made sense for their role and backstory. This required a robust Session Zero where we could discuss how the team would work together dramatically. Any character growth in this game was just whatever the story produced. There was no set "rate" of progress. It's fun trying out different ways of managing this. [/QUOTE]
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