11-14-2013, 08:02 PM | #41 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/60: Dungeon Fantasy III
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Or just thinking your more senile then you are.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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11-14-2013, 08:27 PM | #42 | |
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, 08:44 PM | #43 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/60: Dungeon Fantasy III
Yeah but that is not always an option.
The last update I saw was refered to in Dougsblog, otherwise I would have missed the changes. Anyhow it really is a quibble and might not be worth the effort from SJG Staff.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
12-08-2013, 04:56 AM | #44 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: Pyramid #3/60: Dungeon Fantasy III
Multistrike imbuement sounds cool, but I'm still wondering how useful it really is.
One extra attack per 2 points of margin of success for half-damage while a successful defense roll avoids one attack, plus one extra attack per point of margin of success. What's the big deal here? Is it meant to be used for non-Weapon Master warriors? Why a Weapon Master warrior with high skill (20+) would use Multistrike imbuement instead of Very Rapid Strike? EDIT: I forgot to mention this part "By default, you’re limited to a single extra hit, but you can increase this by taking extra penalties.". So even if you have 10+ margin of success in the attack roll, you only hit a single extra attack if you don't acept a huge penalty on the Multistrike roll? Last edited by Carlos; 12-08-2013 at 05:20 AM. |
12-08-2013, 06:00 AM | #45 | |
Join Date: Aug 2007
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Re: Pyramid #3/60: Dungeon Fantasy III
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The benefits of a Multistrike at default are low. Either you get two hits at half damage, one hit at half damage (opponent's defence succeeds by 0) or no hits. This is compared to one hit at full damage or no hit. Thus you may occasionally do half damage when you would have done none. For a Weapon Master the fact that Multistrike halves damage is the key issue. Absorbing the penalty to do full damage means you're not increasing the maximum number of hits you can achieve. So lets assume we have a Weapon Master who can either take the -10 to do full damage, or take the -10 to get five extra hits. Multistrike at skill 24 is reasonable for this. From here we can estimate skill level. The five extra hits means a margin of 10 is required regularly, so skill 24 is again a reasonable choice. So what can a Weapon Master with skill 24 do with respect to Rapid Strike? Well a Rapid Strike for 4 attacks is -9, meaning each attack is at skill 15, which is close enough to the 14 or under that's been assumed for the margin. This makes the comparison 6 hits at half damage from Multistrike against 4 hits at full damage Rapid Strike. So which does he actually do? Neither. What the Weapon Master actually does is use Multistrike on each of his Rapid Strikes, taking the penalty for to improve damage. This gives 4 attacks, each with the chance of doing two hits at full damage. In all, reasonable fair given that melee attacks can't normally take the Rapid Fire enhancement, which is essentially what Multistrike provides. Finally, remember the being an Imbuement skill Multistike also has the FP cost to deal with. Rapid Strike only has a FP cost when you want to use Extra Effort to reduce the penalty further. |
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12-08-2013, 04:09 PM | #46 | |
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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Another use is to make sure at least some damage goes though. You might land a hit where you would normally not do so, as it turns your margin of success into defense penalties (meaning that if you deceptive attack your skill 24 to, let's say, 16 for maximum crit chance, use multistrike, and roll a 14, your foe needs make his defense by 1, after absorbing -4 to defenses), meaning that it's possible to "death of a thousand cuts" a foe with high defenses (and if it's main defense is a dodge, it means that it will start suffering defense penalties from wounds rather soon). Finally, spending a lot of points on it allows you to add extra possible hits and even make them do full damage. Toss in Efficient Imbuement so you don't bleed FP with every attack, and take a -5 penalty for total 3 extra hits, and you might end up doubling your damage. Again, it might not be ideal for every situation, but it's another tool in the toolbox. The damage penalties were IMHO necesary to avoid making it a "must have, must use it every attack no matter what" ability. |
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12-09-2013, 12:00 PM | #47 |
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: Pyramid #3/60: Dungeon Fantasy III
Kuroshima, I want to congratulate you for this masterpiece pyramid magazine article. I'm not sure if you remember, but I was waiting for the Mystic Knight's power-up for a long, long time.
About Multistrike, the drawbacks, IMHO, are way too heavy. This imbue looks like a melee version of Multishot, which doesn't have half damage and penalties for extra shots are -1 (and this works even for *18d+ missile spells for a mere extra 1 FP with Rcl 1!!!). That said, I think that Multistrike could have damage halved and -1 penalty for extra hits or full damage with the present penalties, but not both. The way you built make it less atractive for non-Mystic Knights because they don't have access to Imbued Soul power-up. About it's usefulness, there're some circumstances were Multistrike sounds good. For instance, when you have 2 attack maneuvers (through Extra Attack or AoA double), you can use the first maneuver for Very Rapid Strike and the second for Multistrike. Another good idea is to combine this power with multi-oponent attacks like (Greater) Cleaving Strike or even Whirlwind Attack. Whirlwind Attack + Multistrike = Blade Vortex The imbued soul powers are great. I just love the power conception and 1d extra damage to all your attacks and fatigue free is sweet. But as I player, I hardly would ever purchase their second level; they don't seems appealing for it's cost. Why Focused Imbuer requires specialization? Would it be too overpower if it worked with every imbued skill? Striking ST is a Mystic Knight power-up. But almost every fighter can buy it with their templates or lenses. Don't you think that it could be a magic derived Striking ST (-10%, magic), similar to the Striking ST from Chi powers? Eldritch Inititate is great. I'm building right now a Brute/Eldritch Inititate, designed to be a Barbarian with mystical powers. Mountain of Meat, HP 30+, Sacrificial Imbuement and Vampiric Weapon. Sounds so cool... --- * That damage can be even greater, since elves can have racial Magery 3, cumulative with Wizard Magery 6, for total Magery 9, plus Power Casting perk, possibily raising damage up to 30d, maybe more. |
12-09-2013, 12:08 PM | #48 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Pyramid #3/60: Dungeon Fantasy III
Or, we can have our Acid Imbued Soul, along with our Dissolving Strike. Now, we eat the penalty for maximum hits and our 24 [weapon] skill, along with rolling Stealthy Attack at -4 (-9 if we wish to dodge FP costs). Rolling Per-10 to even see the attack coming means we will more than likely score all 6 hits, effectively ablating 6d DR. Now, imagine if we AoA (Double) this so our buddies can wreck somebody?
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12-09-2013, 12:49 PM | #49 | |
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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As for making the Striking ST magic-based, I feel that almost everyone gets unmodified striking ST, and mystic knights are already hosed enough in low/no mana. As for the second level imbued souls, consider that you can get them all for little more than the price of one, and that means you get protection from almost every elemental themed dungeon the GM throws your way. They were mostly included for flavor though. Last edited by Kuroshima; 12-09-2013 at 12:54 PM. |
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12-09-2013, 12:54 PM | #50 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Pyramid #3/60: Dungeon Fantasy III
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Tags |
dungeon fantasy, pyramid 3/60, pyramid issues |
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