09-28-2016, 05:38 PM | #51 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
Oh yeah, I wouldn't hesitate to assume that evil clerics have this as well! It's a great way to make the warriors hesitate to wade into what should be easily cut-down zombie mooks. :)
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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} |
09-28-2016, 05:40 PM | #52 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
The image of a delver standing next to a fallen foe with a pickaxe sticking out of their head leaps to mind.
Delver, while standing very still and trying not to panic. "Don't touch itdonttouchitdonttouchit"
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
09-28-2016, 07:34 PM | #53 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
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09-29-2016, 01:33 PM | #54 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
Bonus Monster #1:
Fae Reaver (Introduced in this EnWorld article.) In a way, that entire article is already a designer's note for the fae reaver, so please be sure to read it. I like the way this monster turned out; it's a serious danger! The only viable options for killing it are area/explosive attacks or strong fighters with incredibly high skill. Archers are probably at the biggest disadvantage, but that's why a wide range of combat styles is necessary in a party. Your best bet is to get a cleric to hold it off via Turning while you prepare an appropriate assault, though the fae reaver is smart and will likely flee to attack another day.
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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} |
09-29-2016, 02:17 PM | #55 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
Quote:
Hm. How does alchemist's fire work against swarms? Is it able to get direct hits? |
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09-29-2016, 02:52 PM | #56 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
Quote:
If the GM wants to make the fae reaver into a boss, capable of taking on an entire party, he'll need to take advice from the notes and buff it up. ST 21, Regeneration (4 HP/round), and a necrotizing bite = serious boss threat. Quote:
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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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09-29-2016, 02:55 PM | #57 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
Bonus Character #2:
Amira Tiro (Introduced in this Kickstarter update for backers only!) I enjoy breaking stereotypes, including the ideas that half-ogres are uncouth rabble and that all fantasy women must be supermodels who rely on "waif fu" rather than brute strength. Amira is a genuinely good person whose biggest character flaws come from her cloistered upbringing. (I also feel that, like bards, martial artists are the hardest delvers to "get right" and make effective, which is why those are the two templates I tackled.) As Amira's player, I'd spend her first earned character points on Smallsword and Parry Missile Weapons, then try to talk the GM into letting me take Enhanced Parry 2 (Smallsword) instead of (Unarmed); her Dodge is great as-is, but her Parry has the potential to be incredible. After that, Weapon Master (Short Staff) gives 2d+5 damage and Mantis Strike bumps that to a terrifying 3d+5! Amira doesn't need fancy weapons, but she should save up for a suit of heavy plate with Fortify +1 and Lighten 50% (DR 8, $20,000, 36 lbs.), granting her total DR 11 with no increase in encumbrance. (Her pie-in-the-sky dream armor would be fine, Dwarven, epic plate with Fortify +2 and Lighten 50%. It's +4 DR at the same weight . . . but at $182,000, that won't be happening anytime soon.)
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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} |
09-29-2016, 03:01 PM | #58 |
Join Date: Dec 2012
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
Good writeup of the character. I'm always intrigued with taking the "monstrous races" and turning them into heroes.
One thing I do not like about the new template is that there's no place for Reaction Roll modifiers. Amira has two traits that modify that negatively and I feel like any of my players would forget that their Reaction roll sucks and would forget to mention it when one would be called for. (IE: Free points). |
09-29-2016, 05:46 PM | #59 | |
Join Date: Sep 2004
Location: Canada
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
Quote:
That way, the bard with +10 gets reminded too. Which you wouldn't think they'd forget but it happens.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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09-29-2016, 09:05 PM | #60 | |
Join Date: Nov 2014
Location: Pacific Northwest
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Re: Designer's Notes for the Dungeon Fantasy RPG bonus content
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But for Martial Artists, I think I'd probably prefer to grab an Atlas/Orion (depending on which supplement you're using) amulet first off if you can somehow get one in the new DF:RPG. I learned quickly that if you can, you might as well grab an amulet that passively quadruples your basic lift for purposes of encumbrance for only $5k. Never have to worry about those encumbrance penalties screwing with your martial arts again until you hit a NMZ and by that point your lighten spells are useless anyhow.
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