[gurps] Mageborn versus Fighter discussion

hal at buffnet.net hal at buffnet.net
Sat Mar 22 10:13:01 CDT 2008


At 08:26 PM 3/21/2008 -0400, you wrote:
>On 21 Mar 2008 at 19:25, hal at buffnet.net wrote:   
>
>> I am however, loathe to discuss the creation of 150 point mageborn
>> characters with access to magery higher than 4, signature gear, etc
>> - ie "unreasonable" no limits barred character creation. 
>
>The game, and certainly the majority of the game's players, *do* mostly 
>allow things like extra FP, Energy Reserves, Magery 4+, and Signature 
>Gear for Powerstones. That stuff is a large part of what makes wizards 
>fun and interesting to play. If you're going to permit warriors broad 
>access to arms and armor without regard to social class, and if you're 
>making Magic Resistance accessible and even assumed for fighters who 
>hunt wizards, then you almost have to allow wizards roughly equivalent 
>freedoms on their abilities.  
>
>Also, 150 points is more or less the accepted starting level for PCs in 
>4e. I'm not sure it's useful to look at 100 points, given that many of 
>the things we rebalanced when we revised from 3e to 4e were done under 
>the basic assumption that most PCs would be built on 150+ points.  
>
>SP.  

What the players can do depends not only on what the players themselves
want to do, but also upon what the GM allows.  For example, I personally do
not permit the use of Signature gear in the game.  Script immunity whether
the result of GM machinations for NPCs or player character machinations
with Signature Gear rubs me the wrong way.  What bothers me at a small
level about Signature Gear is that you can have a player character who has
paid 1 point per $500 who has also taken Poor as a disadvantage, and permit
the character to have more relative wealth than one who takes poor as a
disadvantage and uses the rule of 1 point spent on extra starting wealth
equals one month's income for the character.  Since Kromm has so elequently
stated that some elements of the GURPS 4e construction kit aren't meant to
be used - that GMs should pick and choose which switches to engage in their
campaigns - Signature Gear becomes for me, one of those things I leave out.
 However - with regards to the purchase of signature gear and all that, or
the use of unfettered access for equipment - sure, why not?  A +3 DR plate
armor with fire proofing and all those other fine things would make sense :)


More information about the GurpsNet-L mailing list