02-06-2017, 09:50 AM
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#11
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Discworld, Dungeonworld
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Originally Posted by Phil Masters
To start with the easy ones, the Barbarian, Knight, Scout, and Swashbuckler can be dropped straight in.
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Artificiers, assassins, and justiciars would also seem to be easy ones.
Quote:
Originally Posted by Phil Masters
For simplicity, I'd run with the Wizard as written in Dungeon Fantasy 1. Okay, that means using the standard GURPS magic system, which isn't especially close to magic as hinted at in the early books (which seems vaguely Vancean with "memorised" spells) or as seen in later stories (which seems more improvisational), but, frankly, meh, close enough for government work, and it fits the tactical, resource-management feel traditional in dungeon fantasy. GMs can op to to use the Discworld RPG magic system instead if they wish, with characters switching the points that the templates assign to spells to Magic and Magical Form skills and improving specific spells, but that may slow combat down a little.
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What about using incantors instead?
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