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Old 10-11-2017, 08:30 PM   #11
Infornific
 
Join Date: Dec 2004
Default Re: Henchifying DFRPG

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Originally Posted by Rasputin View Post
All 250-point templates have at least DX 12, so they can tank a point. The HT 11 templates are Thief and Wizard; dropping those by one isn't a big deal since they're not supposed to be straight-up fighters anyways. Most combat specialists other than the Martial Artist and the Swashbuckler already have ST 12, and again, these guys aren't supposed to be using brute force to get through defenses.
You may have a point about the Thief & Wizard. I'd be interested to see your take on a 125 pt Martial Artist - as I understood it, part of the reason for using a base of 250 points was to make the Martial Artist & Bard effective.
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Old 10-14-2017, 06:51 AM   #12
Rasputin
 
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
Default Re: Henchifying DFRPG

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Originally Posted by Infornific View Post
I'd be interested to see your take on a 125 pt Martial Artist - as I understood it, part of the reason for using a base of 250 points was to make the Martial Artist & Bard effective.
I've been fiddling with that one, and Kromm definitely has a point about 250 points with it. To make a long story short, you have to ditch two points of DX. With a halving of points in melee skills, he'll have his combat skills being 3 lower than what's in Adventurers. He'll be making many Rapid Strikes, and missing, so he'll be like a low-level monk in D&D 3.0 with a flurry of misses.
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Old 11-17-2017, 06:30 PM   #13
Carrot
 
Join Date: Nov 2017
Default Re: Henchifying DFRPG

I think my sweet spot for 150 df characters seems to be:

Take 1 125 henchman template
Take 20 points off stats
Take 20 points off disadvantages

Optionally add racial template or spend points as human

The henchmen templates are a bit too heavy on the forced disads for my liking.
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