08-05-2011, 11:13 AM | #1 |
Join Date: Oct 2007
|
Things for a fantasy game
I started running a fantasy campaign. Kind of medieval with wizards and magic swords and monsters. Taking a lot of inspiration from D&D settings.
I have the two basic set books, but there are a few things which I feel are missing. *Ready made enemy statistics. There are a few, but not nearly enough. Where can I get more? *Magic Items. Healing potions and magical weapons are a staple of fantasy settings, but I couldn't find almost anything about magic items. Yes, there is a sections named "magic items" and some of the skill descriptions state that they can be used to brew potions, but I don't want to have to invent everything from scratch. I want some magical equipment to be readily available like the weapons and armor in the "equipment" section. For example, if one of the characters wants to use "herb lore" to create a healing potion, how does it work? What would be the effects of the potion? How much would it cost to just buy one? *Spells. Yes, I know there's a GURPS book for spells, but I just bought the basic set books and am not going to buy another book just yet. Thanks in advance! |
08-05-2011, 11:20 AM | #2 | |
Join Date: Aug 2007
|
Re: Things for a fantasy game
Quote:
It also has many more spells and thes include ones for enhcnting arms and armor and a system for pricing same. I wouldn't try and do a long-running or broad-based Fantasy game without Magic. There are some monsters in Fantasy and some more in Banestorm but the sections invovled are small.
__________________
Fred Brackin |
|
08-05-2011, 11:29 AM | #3 | |
Join Date: Nov 2009
Location: Oregon
|
Re: Things for a fantasy game
Quote:
GURPS Historical Folks Natural Encyclopedia It Came From the Forums For help putting them together, check out the Homebrew Monsters thread. |
|
08-05-2011, 11:37 AM | #4 |
Join Date: Dec 2010
Location: Seattle
|
Re: Things for a fantasy game
I'd second the "no long running game without magic".
As for enemy stats... I usually only care about a handful of skills or abilities, so it's quite sparse to generate. For instance, my orc warriors might have Broadsword-12, Shield-12, Bow-12 ST-13 DX-11 IQ-9 HT-12 with HP-15 and Per-10. No need for much more unless something else comes up (for instance, the party is trying to sneak through orcish territory, in which case I'd need to determine the "typical" tracking skill, or the skill of an individual). And with this as a basis, I can create "champions" or "rangers", etc., just by adding skills and/or tweaking attributes. It's a sparse move, somewhat arbitrary, but MUCH quicker and to the point. If I'm unsure, I build a "basic" orc character from scratch to see if the power level matches the PCs, though by now I'm pretty good at gauging it. (And it isn't always necessary to gauge it -- a high powered party might fight the very same orcs as a lower powered one if it makes sense to put them there, and likewise a lower powered party might end up facing a MUCH more powerful enemy or group of enemies if they do something stupid). Finally, if you want some magic items and potions, the DF line might be good (although you'll still need magic to make good use of it). There's a lot of good info in there. Hope this helps.
__________________
Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
08-05-2011, 11:42 AM | #5 | ||
Join Date: Jul 2008
|
Re: Things for a fantasy game
Quote:
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
||
08-05-2011, 12:37 PM | #6 | ||
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
Re: Things for a fantasy game
Quote:
Quote:
|
||
08-05-2011, 12:44 PM | #7 | |
Join Date: Nov 2009
Location: Oregon
|
Re: Things for a fantasy game
Quote:
|
|
08-05-2011, 01:59 PM | #8 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
Re: Things for a fantasy game
|
08-05-2011, 03:21 PM | #9 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Things for a fantasy game
|
08-06-2011, 01:49 PM | #10 | ||
Join Date: Oct 2007
|
Re: Things for a fantasy game
Quote:
Is there a similar compilation for magical items or spells perhaps? Quote:
I have a plants and flowers themed mage in my game. The player has described what her abilities do, but so far I've just been winging it as we go, without writing any specifics on her character sheet. So I tried making up advantages based on Affliction, Innate Attack, Binding and Healing that will work for her. Took me lots of time. Binding: The mage shoots magic plants that entangle the enemy. This is a level 15 binding, with the following limitations: One shot, Costs 2 FP per use, Trigger (very common, flowers), Reduced range (1/5). 15 points. Innate attack: The mage shoots plants that either cut everyone in the effected area or poison them. This is actually two different attacks, I used the "alternative attacks" rule to combine them. Cutting plants: 1d+1 damage. Area effect (4 yards). Limitations: Costs 2 FP, Trigger (very common, flowers). 16 points. Toxic plants: 1d damage. Area effect (2 yards), Contact agent, Cyclic (3 cycles after the first, resistible). Limitations: Resistible (HT-3), Trigger (very common, flowers), Costs 2 FP. 13 points, but only 3 as "alternative attack". Affliction: The mage shoots plants that either strangle or blind the enemy. This is again two different affliction combined with "alternative attacks". I noticed that those afflictions are very much "save or die" effects, and I don't like that. The chance of them taking effect is small because enemies can both dodge the initial ranged attack and then resist with HT (and DR) easily. But if it does work it effectively eliminates that enemy from the fight because the effect remains for one or more minutes, with chocking that nearly assures death. How would I go about making it more likely to work, but at the same time give the enemies a chance to fight it like with binding? Healing: As it is in the book, it's way too likely to fail and just waste away the mage's FP. How would I go about making it more useful? Can I have its rolls based off HT instead of IQ? That would make it way more likely to work. Utility plants: She can use plants as animated ropes, this can be used to fetch items from a few yards away, or to make climbing easier. I really don't know what to use here. |
||
Tags |
fantasy, magic |
|
|