Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-28-2016, 05:38 PM   #51
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by Anthony View Post
Seems like the perfect spell to cast on a zombie or other disposable minion, though the righteous god might not approve of the zombie part.
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. :)
__________________
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}
PK is offline   Reply With Quote
Old 09-28-2016, 05:40 PM   #52
(E)
 
Join Date: Jul 2014
Location: New Zealand.
Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by PK View Post
Bonus Spell #1:
Retribution
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"
__________________
Waiting for inspiration to strike......
And spending too much time thinking about farming for RPGs
Contributor to Citadel at Nordvörn
(E) is offline   Reply With Quote
Old 09-28-2016, 07:34 PM   #53
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by PK View Post
Heh, I'd say that's a bit munchkinly myself. A delver slamming into a foe is not the same as that foe striking that delver with a melee attack.
So right perfectly DF behavior then!
evileeyore is offline   Reply With Quote
Old 09-29-2016, 01:33 PM   #54
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default 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.
__________________
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}
PK is offline   Reply With Quote
Old 09-29-2016, 02:17 PM   #55
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by PK View Post
The only viable options for killing it are area/explosive attacks or strong fighters with incredibly high skill.
Eh, there's always attack spam. A basic Knight with weapon master and Broadsword-20 can attack 3x/turn at skill 14, including dodge around 45% of attacks will hit, so 1.35 hits/round for 2.7 damage/round.

Hm. How does alchemist's fire work against swarms? Is it able to get direct hits?
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 09-29-2016, 02:52 PM   #56
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by Anthony View Post
Eh, there's always attack spam. A basic Knight with weapon master and Broadsword-20 can attack 3x/turn at skill 14, including dodge around 45% of attacks will hit, so 1.35 hits/round for 2.7 damage/round.
Sure, but its Regeneration makes that frustrating. And since this isn't quite a boss monster, just a worthy one, there will probably either be a few of them or one flanked by other monsters.

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:
Hm. How does alchemist's fire work against swarms? Is it able to get direct hits?
Thrown directly at the reaver, it'll just sail through or at best cause 2 HP burning damage. But if you throw it on the ground, the area-effect damage will hurt it normally.
__________________
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}
PK is offline   Reply With Quote
Old 09-29-2016, 02:55 PM   #57
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default 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.)
__________________
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}
PK is offline   Reply With Quote
Old 09-29-2016, 03:01 PM   #58
A Ladder
 
Join Date: Dec 2012
Default 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).
__________________
Quote:
Originally Posted by HunterS View Post
Congrats! You win the no-prize.
Quote:
Originally Posted by DouglasCole View Post
Gotta be fast to escape the propaganda machine of Viking swiftness
A Ladder is offline   Reply With Quote
Old 09-29-2016, 05:46 PM   #59
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by A Ladder View Post
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).
The trick is to ask "what's your reaction modifiers?"
That way, the bard with +10 gets reminded too. Which you wouldn't think they'd forget but it happens.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 09-29-2016, 09:05 PM   #60
Ternas
 
Ternas's Avatar
 
Join Date: Nov 2014
Location: Pacific Northwest
Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by PK View Post
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.
. . .
(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.)
Personally I love the "monster" races more than I enjoy the others (personal exception being the Half-Elves). Given a choice, I'd be more than happy to take a Kobold (Banestorm) Rogue (Pyramid 3-64) through a Dungeon Fantasy campain, or convert over an Ibixian/Goattaur from some other games for a Barbarian instead of a Faun. Heckfire, I stated out a complete homebrew bipedal rat race for DF complete with power-ups. The one thing that I have learned through fantasy novels, especially care of Granny Weatherwax, is that good doesn't have to be nice and good doesn't have to be soft either.

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.
__________________
--
"Suppose they make me a halfback. Can I tackle the shortstop or not?"
Has Quirk: Incompetence (Sports) [-1]
Ternas is offline   Reply With Quote
Reply

Tags
dungeon fantasy

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:34 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.