09-12-2022, 02:11 PM | #31 | |||
Join Date: Jan 2008
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Re: Dungeon construction: balancing difficulty and treasure?
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To your main point: yeah, bad luck happens, hence the importance of Bless and Luck. Even then it will sometimes happen three times in a row before Bless and/or Luck can be restored. I was just reading about the Felltower session where eight out of nine 300-500 point delvers got TPKed by a beholder, and pondering whether I'd ever be ruthless with my own friends as players, and what it would take for me to expect that to still be a fun experience for everyone. (My conclusion: what it would take is graveyards/memorials--like arcade game high scores--so that the fact that Vryce went on 99 adventures and got up to 534 points before dying is still remembered as a victory, not a dead-end failure.) So yes, agreed, bad things happen. Quote:
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Anyway, my point is that there appear to be plenty of ways for delvers to magnify the effects of skill and beat swarms of enemies, starting with something as simple as a Smoke spell to impose uniform penalties on everybody (which favors those who already have ridiculously high skill, like Swashbucklers, as well as those who don't need to rely on DX-based skills, like wizards and druids). Edit: note that I don't necessarily expect my friends to realize that they can do these things at first--gaining skill at DFRPG will probably do more to boost their power than the money and points they earn will! That's what makes it a fun game. So I'm not worried about delvers not being able to deal with deeper dungeon levels if they are smart. Last edited by sjmdw45; 09-12-2022 at 02:19 PM. |
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09-13-2022, 06:49 AM | #32 | ||||||
Join Date: Jun 2022
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Re: Dungeon construction: balancing difficulty and treasure?
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Note, they were built to accommodate taking AOAs; having a good DR, High Pain Threshold, and very high HP, so it was a side-effect they'd kinda taken into account without explicitly taking Blindness into account. Of course I've also watched a Swashbuckler "ignore" the fact that they were blinded based on having Broadsword 25, so that's an artifact of high skill rather than anything else. Quote:
And sometimes they end missions with a few Impulse Points left over for the next mission (which they bank and save for extra daring stuff). Quote:
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For the most part Druids end up sucking down -2/-3 for their entire adventuring careers*, so said Druid "casually maintaining 5-10 karkandans" should have a skill of 33-35 in Create Animal, which is pretty dang high. * This is why most people complain that Druids are weak, okay, it's one reason they complain. Lack of healing, lack of direct damage, being utility/support casters, etc. Most Players don't like playing the "minion master" style PC, especially when the GM runs all the NPCs. Some GMs let the 'minion masters" run their own Allies and Summons... I do not. Last edited by mburr0003; 09-13-2022 at 06:59 AM. |
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09-13-2022, 09:23 AM | #33 | |||||
Join Date: Jan 2008
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Re: Dungeon construction: balancing difficulty and treasure?
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Dungeons (and hexcrawls if I ran those) are also the only place I would use levelled difficulty and treasure proportionate to dungeon level. Everything else is wilderness play or town play, which means any monster in any quantity is fair game as long as it's realistic. Quote:
Am I missing something? Edit to add: since Lanchester's Laws predict that combat strength scales (mostly) as the square of quantity, five bears is about 25x as powerful as one bear, or in other words a knight, a swashbuckler, a cleric, and five karkadanns (i.e. effectively trading a druid for five animals) is roughly four times as powerful as the knight, the swashbuckler, and the cleric alone even if we count each karkadann as only 60% of a PC and pretend the druid can't do anything else. [(3+5*0.6)^2/3^2 = 4] Adding another swashbuckler would be only 4^2/3^2 about twice as powerful--the summoner is a bigger force multiplier. Of course in DFRPG power is not that linear, but I think that actually works out to the druid's advantage, because the nasty trappiness of DF dungeons means that you'd much rather have a conjured rat swarm run face-first into a lurking jelly instead of one of the swashbucklers, and you'd rather have a druid-conjured-and-possessed chimpanzee walk through the spooky-looking corridor to see what's in the rooms beyond than have a PC do it. (Then you cast the appropriate spells to deal with whatever kills the chimpanzee.) Note that other PCs can infuse the druid with extra FP while this exploration is going on, so the druid doesn't actually have to stick to SM 0 creatures. Even at skill 17 you can afford to spend 3 FP on conjuring a SM +1 creature and 5 more on possessing it (maintenance costs 1 and 2 respectively) if you're getting infusions of FP from the Recovery Energy-20 wizard or cleric. Quote:
Last edited by sjmdw45; 09-13-2022 at 09:42 AM. |
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09-13-2022, 10:02 AM | #34 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dungeon construction: balancing difficulty and treasure?
As long as all the bears are able to attack and the enemy isn't using area damage, at least. In a choke where only one bear can attack at a time, five bears is only 5x as powerful.
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09-13-2022, 10:18 AM | #35 | |
Join Date: Jan 2008
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Re: Dungeon construction: balancing difficulty and treasure?
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Lanchester's Square Law applies for direct combat such as riflemen firing at individual targets, and small-scale melee combat. When there's a mix, as in modern military warfare, some analysts compromise and scale their estimates of power as the 3/2 power of quantity. But the recon capabilities a druid brings to the table are arguably even more valuable than combat power in a game like Dungeon Fantasy. Wizard Eye is great but sometimes it's nice for your scouting element to have hands, and even better if your scouting element is something that a lurking stealthy monster like a jelly would want to eat just as badly as it wants to eat the PCs. Last edited by sjmdw45; 09-13-2022 at 11:01 AM. |
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09-14-2022, 03:09 PM | #36 | |||||
Join Date: Jun 2022
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Re: Dungeon construction: balancing difficulty and treasure?
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I could never run a Felltower as long as Peter has, I'd have gotten bored before the PCs were 'done' with the initial Caves Of Chaos. Quote:
Also, I never quite realized they had Create Animal... I mean I saw it, but my brain was still working under the "casters lost all the Creates" mentality so didn't really give it thought (Create Servant/Brute/Mount in Illusions). Quote:
* Granted they weren't a DF/RPG Druid either, so they weren't limited to mundane animals when they "create animaled'", just animals they knew off, could "beast summon", or dreamed up and created experimentally... (that last one ended horrifically for them more times than not). Quote:
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Heck... I'm generally of mind to say no even with Created Animals... but then I'd be refluffing how Create Animal works slightly. |
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09-14-2022, 05:54 PM | #37 | |||||
Join Date: Jan 2008
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Re: Dungeon construction: balancing difficulty and treasure?
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Things like "what can you do in town?" and "what good are Armorer and Diplomacy?" are definitely in scope, but the trial run is definitely not intended as a "campaign" or a setting. If it goes well maybe it will become something more. If it gives birth to a campaign, in need of a setting, I will probably set it on Earth so I can steal geography and historical tidbits from Google Maps and Wikipedia, and so players can easily read up on the same even when the GM isn't present. Quote:
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(Case in point: the Fit cleric I made can cast Sanctuary, and then regain 18 FP an hour despite being in low Sanctity, while paying only 5 FP an hour for the Sanctuary itself. That synergizes with Healing Slumber to allow another PC to regain 24 FP an hour (12 FP, 12 Energy Reserve, despite low Sanctity/Mana) plus 1 HP an hour if needed.) Quote:
As a player I don't care who rolls the dice for them and makes detailed decisions, as long as they obey me when I tell them to knock down the enemies. Further clarification: in this context when I said "allies" previously I meant Created Animals. I didn't even realize you might be talking about GURPS "Allies." Even when I ran/played GURPS I basically ignored all the Allies rules--the CP-heavy rules for creating Allies don't appeal to me--and in DFRPG they don't technically exist at all. Last edited by sjmdw45; 09-14-2022 at 06:35 PM. |
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09-15-2022, 04:49 AM | #38 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dungeon construction: balancing difficulty and treasure?
Create Animal is a spell and therefore vulnerable to Dispel Magic. I always give opposition casters this spell (and other hard countering spells).
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09-15-2022, 07:14 AM | #39 | |
Join Date: Jan 2008
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Re: Dungeon construction: balancing difficulty and treasure?
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Off topic for this thread: why druids are still good despite that fact (sorry I can't figure out how to spoiler/collapse) You'll still get plenty of benefit out of: Last edited by sjmdw45; 09-15-2022 at 08:51 AM. |
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09-15-2022, 11:21 PM | #40 | ||||
Join Date: Jun 2022
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Re: Dungeon construction: balancing difficulty and treasure?
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I keep seeing Players trying to pull "but what if we rented access to our fabulous magical tomes and spellbooks we've recovered instead if selling them" and I keep having to shut them down with the Sage's Guild... no, there is no "making money outside of adventuring". But, if a slice of life fantasy is what you and your crew want, then by all means, expand on the crafting skills. Quote:
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Created minions? Sure, but Allies* have their own motivations... and as I'm just remembering aren't in DFPRG for simplicity. *sigh* So many things have to be ported back into DFRPG to make it whole. * As do Hirelings. Quote:
* especially on the main Cleric when they accidentally drop. |
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