04-02-2012, 02:55 AM | #41 | |||
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
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On combat, remember that new players are less good at it than experienced players, and that tactics can turn a total party kill into a cakewalk (and vice versa). Me, I design encounters as kobayashi marus, and it's the player's actions by thinking outside the box that allow them to survive. Quote:
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Last edited by Kuroshima; 04-02-2012 at 03:08 AM. |
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04-02-2012, 08:54 AM | #42 | |
Join Date: Aug 2004
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
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You still want weapon master and axe though, as a nice solid default. Mace is for things that have radically different DR vs crushing, and the pick is for targeting eyes and chinks in armor too tough for even your WM boosted cutting attack.
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04-02-2012, 03:29 PM | #43 | |
Join Date: Nov 2005
Location: Midwest, USA
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
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The pre-gens made here won't be used in what I send SJG. This thread is just to help me understand how to make good PCs, aspects like Pickaxe Penchant. Thanks for all the suggestions and help. The players have chosen their templates and races. My friend is playing the half-ogre barbarian, one wanted to play a "dwarf warrior," and his wife said the "elf archer" sounded great. The fourth player works at the RPG shop and said he would take whatever was needed, so I went with human cleric. Oh, and we can't play at the RPG store on Easter Sunday since it's closed (duh), so the game is getting moved back. Thanks, Jesus. Literally. :)
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04-03-2012, 12:25 AM | #44 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
Updated post #2 with Dwarf Knight. Take a look, please and thanks.
Updated post #2 with Female Wood Elf Scout. Take a look, please and thanks. I finally read Swashbuckler, and I see why he's one of the two big damage dealers. The Barbarian may not be able to keep up in this one-shot dungeon. It would be of great use in the surrounding adventure, but that 40 points in Outdoorsman is a total waste for this. Maybe I'll make a Swashbuckler but call him a Barbarian; it's not like the player will know... EDIT: No, what I think I'll do is cut Outdoorsman in half so that he can be a Barbarian-Swashbuckler, a lens that costs 50 points and the standard Barbarian template only has 30 to spare. So, he'll have a +2 to all the outdoorsy skills instead of +4. Furthermore, I'll probably not force the +1 DX the Swashbuckler lens adds and use that 20 points to buy half-ogre. Sure, it's going farther ascue than I wanted to do, but the player is interested in playing a half-ogre barbarian, and this character will make him happy. Hey, I'm the GM, anyways! XD EDIT x2: That's an overly-complicated way just to add Weapon Master and half-ogre. I'll simply swap 20 of the 40 points of Outdoorsman for Weapon Master. Period. I'll add the half-ogre template as usual. Well, if the GM says it's okay, I will. I said it's okay! Yay! XD Question: Half-ogre's ST +4 costs 40 points. But, the Barbarian has -10% modifier to ST. Does this make the half-ogre template cost less? What's the SJG style here? Posting my progress on Barbarian. Imma go to sleep now... -_- zzZZ Last edited by Stripe; 04-03-2012 at 04:00 AM. |
04-03-2012, 04:10 AM | #45 |
Join Date: Aug 2004
Location: Austin, TX
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
Any race with a ST bonus that is also SM+1 or more gets the size discount on the racial ST.
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04-03-2012, 08:13 AM | #46 | |
Join Date: Aug 2004
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
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Also remember that Weapon Master, amongst its many benefits, includes a better default. In this case, if you took the 8 points in 2handed axe mace, dumped them into 1handed, and used the WM default for an Average skill (Skill -2), you will be at the same effective level for 2handed axe/mace as you are right now, but better off in 1handed. All of that is basically the long way of saying there is a reason a dwarf Knight picks option 1 for his weapon skills. Option 3 is for if you sink more points into Weapon Master (for example, Knightly Weapons [30]). Finally, you'll note that my template "pays" for some of Dwarf by keeping HT at 13. This is because the character you have here has spent all his points, including quirks, and so only has $2k for equipment, which is a little tight for a knight. You CAN do it, all mail armor, a fine, balanced Dwarven axe will leave you $325 for throwing axes, food, etc... but DR 5/3* most everywhere is a little light. 6/4* if you dump $50 into Fortify +1. Not a deal breaker, just something to think about. EDIT: Oh, and like with the Elf Scout, your Basic Speed cost is wrong. You would get back 20 points (-20) for dropping Basic Speed from 7 to 6. Sadly, that just means 5 less points in OTHER disads (TBD 30 points and 5 points of Quirks). Doesnt actually save you any points to spend on gear.
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My GURPS stuff Last edited by chandley; 04-03-2012 at 08:52 AM. |
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04-03-2012, 08:25 AM | #47 | |
Join Date: Aug 2004
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
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If you dont do any of that, the 5 points your off by will at least help you buy an Elven Longbow... those things are pricey! Still, WM(Bow) is more damage than $3400 worth of Elven Longbow.
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My GURPS stuff Last edited by chandley; 04-03-2012 at 08:31 AM. |
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04-03-2012, 08:58 AM | #48 |
Join Date: Aug 2004
Location: Austin, TX
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
In the early adventures, I've rarely seen situations where the Scout goes, "what I need here is a point or two more damage." Spending a perk for Strongbow is good, but Weapon Master (Bow) or Elven Bows are generally overkill. The most common attack in my experience is a bodkin point arrow to the vitals, and just about everything that is vulnerable to a Scout's attacks at all is vulnerable to that attack even at 1d+3 damage.*
I'd spend any free points on either increasing Woodland Guardian or making sure the scout had plenty of Cornucopia quivers (bodkin, impaling, and willowleaf if possible) and some fine, balanced, silver-coated arrows for those situations when extra damage and accuracy IS important. Getting an elven bow at the very start is really unnecessary. * This presumes the Scout isn't going to do much in the fight against the Stone Golems. But even a Scout using an Elven Bow and Weapon Master for another +3 damage isn't going to do much in that fight. |
04-03-2012, 09:41 AM | #49 | |
Join Date: Aug 2004
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
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Use the 10 points from dropping Strength to buy Weapon Master (Ranger Weapons) [30], and now your melee attacks are not to be sneered at either... Actually, that gives me an idea. I agree on the Elven Bow actually. Not needed to start with.
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04-03-2012, 09:47 AM | #50 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos
As a relevant aside, when Mark and Bruno discuss the best ways to do damage with these archetypes, theys isn't makin' stuff up. Bruno's current character in DF is so good with double-shooting bodkin arrows that in two different (low-power, true) encounters, it was all basically over but the bleeding by the time the foot-based fighters got within spitting distance.
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