10-30-2013, 09:10 AM | #31 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/60: Dungeon Fantasy III
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10-30-2013, 07:14 PM | #32 | |
Join Date: Sep 2004
Location: Canada
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Re: Pyramid #3/60: Dungeon Fantasy III
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The downside is that it uses obsolete libraries you can't get any more, is written sort of sloppily, and is not user friendly. :/
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10-31-2013, 03:42 AM | #33 | |
Join Date: Aug 2007
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Re: Pyramid #3/60: Dungeon Fantasy III
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The other thing is the Halberd. The purchase cost indicates that the crushing and cutting attacks are separate Alternatives. Doesn't this mean that you can't use both the crushing and cutting attack in the same turn? Most pole-arms aren't that restrictive. |
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10-31-2013, 03:48 AM | #34 |
Join Date: Apr 2013
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Re: Pyramid #3/60: Dungeon Fantasy III
Here's the funniest line in the issue:
"Falling distances of greater than 50 yards are not recommended as they can lead to real harm for adventurers." Maybe if we leave off the spikes and acid it would be OK? Maybe? |
10-31-2013, 09:21 AM | #35 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/60: Dungeon Fantasy III
It's no fun to break your back in a pit. ;-)
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11-14-2013, 12:08 PM | #36 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Pyramid #3/60: Dungeon Fantasy III
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Well, sorry for not replying earlier, but I was emailing the powers that be, trying to get this sorted ASAP. Long story short, it was a series of unfortunate misunderstandings, mainly mine, mostly on how to calculate the cost of fixed point innate attacks [1], and how you round[2]. There was also a misunderstanding on the cost of the attack taking up hands. The revised version should be out now. On Halberd of Pure Magic, you can combine cut and imp on the same turn. I would allow switching to crushing freely too, IMHO, it's worth less than a perk. Armor of pure magic had some significant changes though, and I will take the full blame for it. [1] I was using 0.25 dice for the first point and then adding 0.3 dice per additional dice. The right way is to build it as Xd±Y, and then convert to dice (e.g. 2 points⇒1d-2, 3 points⇒1d-1, 4 points⇒1d, 5 points⇒1d+1, 6 points⇒1d+2, 7 points⇒2d, 8 points⇒2d+1) [2] I was using the rules in Psionic Powers for TK bullet, that round only at the end. The actual rules make you calculate the cost of the unmodified innate attack, then round up, then apply the modifiers, and then round up. I use those rules in my games, and had forgotten they are not raw, and only used for TK Bullet because it's a leveled advantage and doing so smooths out the cost, that would jump up and down unpredictably otherwise Last edited by Kuroshima; 11-14-2013 at 03:04 PM. |
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11-14-2013, 02:59 PM | #37 | |||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/60: Dungeon Fantasy III
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11-14-2013, 03:16 PM | #38 | ||
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Pyramid #3/60: Dungeon Fantasy III
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Personally, I created the Weapons of Pure Magic because I like the visuals, not because they are actually a good option most of the time. Mystic Knights lose access to much more than just the points spent in the Imbue advantage, they also lose the points invested in Imbuement Skills. It's an emergency option, something for when they are disarmed or they could not bring in the weapons. Quote:
As a sidenote, too bad that your Mighty Blow imbuement Skill didn't make it in the issue. It's still a good skill, and I hope you manage to put it in print at some point of the future. |
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11-14-2013, 05:07 PM | #39 | |||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/60: Dungeon Fantasy III
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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11-14-2013, 05:35 PM | #40 |
Join Date: Aug 2004
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Re: Pyramid #3/60: Dungeon Fantasy III
For what it's worth, to me the errata we implemented for this issue shows the system is working. There's no way we can ever promise to be perfect, but in the past year or so we've made significant inroads into getting stuff patched and released much quicker than before. That's all a win in my book; years from now, this issue will still be awesome, and no one will remember it needed some tweaks for a couple of weeks.
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Tags |
dungeon fantasy, pyramid 3/60, pyramid issues |
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