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MyGURPS - Splitting IQ In Dungeon Fantasy

Splitting IQ In Dungeon Fantasy

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As I discuss in my house rules, GURPS works better when Per and Will are both separated from IQ, standing alone as separate attributes. Bump up everyone's points about 10-15% to compensate, and you're fine. A setting like Dungeon Fantasy, however, requires a little more guidance. When you have fixed templates, it's not enough to say, "Here are some extra points." You also have to specify exactly where those points go.

For the various Dungeon Fantasy templates, the right adjustment is to add 30 points to each template, placing an average delver at 280 instead of 250. In a perfect world, those 30 points would exactly offset the extra cost of buying up Per and Will separately . . . and for some templates, it does. Others need some additional guidelines, though. Those with lower IQs don't need all 30 points, which leads to the question, "What do we spend the leftover points on?" while brainy templates may need even more points, requiring some cuts to be made.

Here are the official changes that I've made in my games. I hope to have a GDF file (for GCA) completed for these modified templates up before the end of the year, but even if I don't, the changes are pretty easy to make.

  • Artificer: Requires exactly 30 extra points for Per and Will. No changes
  • Assassin: Requires 10 extra points for Per and Will, leaving 20 points left over. Add "Weapon Master (Knife) [20]" to mandatory advantages.
  • Barbarian: Requires no extra points for Per and Will, leaving 30 points left over. Spend 60 points on advantages (instead of 30).
  • Bard: Requires 40 extra points for Per and Will, remaining 10 points short. Drop Per and Will to 13. This affects Intimidation, Detect Lies, Observation, and the Enthrallment skills. Add "Per +1 or +2 [5/level]" and "Will +1 to +3 [5/level]" to advantage choices.
  • Cleric: Requires 40 extra points for Per and Will, remaining 10 points short. Drop ST to 11.
  • Demonologist: Requires 50 extra points for Per and Will, remaining 20 points short. Drop Will to 14. This affects Exorcism, Meditation, and Intimidation. Spend 25 points on advantages (instead of 30). Raise disadvantage choices to -30 from the second list (instead of -25).
  • Druid: Requires 40 extra points for Per and Will, remaining 10 points short. Drop Will to 12. No skills are affected. Add "Will +1 or +2 [5/level]" to advantage choices
  • Elementalist: Requires 50 extra points for Per and Will, remaining 20 points short. Drop Will to 14 and Per to 13. This affects Intimidation, Meditation, Scrounging, Observation, and Search. Spend 25 points on advantages (instead of 30). Raise disadvantage choices to -30 from the second list (instead of -25).
  • Holy Warrior: Requires 20 extra points for Per and Will, leaving 10 points left over. Spend 35 points on advantages (instead of 25).
  • Innkeeper: Requires exactly 30 extra points for Per and Will. No changes
  • Justiciar: Requires 40 extra points for Per and Will, remaining 10 points short. Drop Will to 12 and spend 30 points on advantages (instead of 35). This affects Intimidation. (From Pyramid #3/10.)
  • Knight: Requires no extra points for Per and Will, leaving 30 points left over. Raise Per and Will to 11 and Basic Speed to 7.00. This affects Intimidation, Scrounging, and Observation. Note that the knight can optionally take up to an additional -15 points in disadvantages, putting any points gained this way into skills.
  • Martial Artist: Requires no extra points for Per and Will, leaving 30 points left over. Add the following to the advantage section: "Either ST +3 [30] or Chi Talent +2 [30]."
  • Mystic Knight: Requires no extra points for Per and Will, leaving 30 points left over. Take Imbue 3 (Magical, -10%) [36] (instead of Imbue 2). Raise the 10 required Imbuement Skills to (VH) DX [2]-15 each, then spend a further 12 points on existing or new Imbuement Skills (instead of 10). (From Pyramid #3/13.)
  • Necromancer: Requires 40 extra points for Per and Will, remaining 10 points short. Raise disadvantage choices to -30 from the second list (instead of -20).
  • Ninja: Requires no extra points for Per and Will, leaving 30 points left over. Spend 30 points on Ninja Training abilities (instead of 20). Spend 40 points on advantages (instead of 20).
  • Scholar: Requires 50 extra points for Per and Will, remaining 20 points short. Drop Per to 14 and Will to 12. This affects Observation, Scrounging, Search, Meditation, and Survival.
  • Scout: Requires 10 extra points for Per and Will, leaving 20 points left over. Spend 40 points on advantages (instead of 20).
  • Seventh Son: Requires 20 extra points for Per and Will, leaving 10 points left over. Spend 60 points on advantages (instead of 50). (From MyGURPS.)
  • Shaman: Requires exactly 30 extra points for Per and Will. No changes.
  • Swashbuckler: Requires no extra points for Per and Will, leaving 30 points left over. Raise IQ, Per, and Will to 11. This affects Savoir-Faire, Streetwise, First Aid, Gesture, Seamanship, Connoisseur, Fast-Talk, Gambling, Intimidation, Scrounging, and Search.
  • Thief: Requires exactly 30 extra points for Per and Will. No changes.
  • Wizard: Requires 50 extra points for Per and Will, remaining 20 points short. Drop Will to 14. This affects Meditation. Raise disadvantage choices to -20 from the first list and -30 from the second list (instead of -15 and -20).

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