03-08-2014, 06:34 PM | #31 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Help with a Grim Survival DF Setting
If you are going to use Power Items, they could be recharged by a shaft of Holy(TM) light that shines down during the food delivery. If you've proved you deserve to eat, you've proved you deserve a recharge.
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03-14-2014, 04:23 AM | #32 | |||||||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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-Dan |
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03-15-2014, 12:02 PM | #33 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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But the lack of healing can also become more of a pain (i.e., borring) in a group, rather than grim. One PC gets hit in the first encounter, while the other 5 are untouched, so everyone has to go wait for days until the first PC heals. And there is no guarantee that the same won't happen in the second encounter, and everyone have to wait for another X days. It is sort of like 1st level magic-users in OD&D; cast their spell in the first encounter, then go hide for the rest of the day. And then if you impose other contrains, like the need to hunt food, you endup with PCs being left at base camp healing, so some sessions one or more PCs will have nothing to do but sit and heal. It might work for troup play. For this campaign setting, the only initial healing is via the Brother Martyrs that come down with the PCs. That puts a sever limit on the availability of healing, and will hopefully give some of that grim fealing. -Dan |
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03-15-2014, 01:10 PM | #34 | |||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help with a Grim Survival DF Setting
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Gus' commentary on them is that they have old school D&D Paladins on their side, so that implies "Lawful Good". How I interpeted The Faith of The Light in my background thinking is thus: 1) They are good to their own people (feed and heal the poor, etc.), 2) They are good to most outsiders ("monster" races being the exception) who submit to their laws without resisting (again feed and heal the poor, etc.), and 3) They give the three choices to those you do armed resistance to them. So in my vision, they are clearly "Lawful Good" when it comes to their people. For new peoples, they are intolerant, but still overall good. Maybe call it "Lawful Good with Neutral tendancies"? The issue is the third case, how they treat those who resist them with arms. The tenants of The Faith of The Light have that it is a mortal sin to resist with arms, and the only way to remove that mortal sin is via rebirth, helped by service to The Light before hand. So it is acceptable in the general context of war in a TL3 setting, to kill all who oppose you. So giving criminals the choice of live in slavery, rather than death, is probably not automatically evil in the context of a TL3 society. This would be more clear in the case that The Faith of The Light do not allow for slaves by birth, or if slaves are given their freedom for good service etc. So this is more in the "Lawfull Neutral" end of the spectrum (in their mind they are doing the Redeemers a favor though, so they would still see this as good). But the counter to the POW slavery issue not being evil, in my opinion, is how they treat the Redeemers being sent to the Underdark. The old cast off supplies, could just be a logistical reallity of the time. Not arming the Redeemers at the top could be a simple security issue. But the overall tone has at least evil tendacies. So what are other folks thoughts on the alignment of the Faith of The Light? -Dan |
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03-15-2014, 05:21 PM | #35 | |
Join Date: Aug 2004
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Re: Help with a Grim Survival DF Setting
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I don't think having old-school-feeling Paladins on their side matters - you're not playing D&D, you're playing GURPS, so you don't need to be beholden to that. It seems better to say that, in your setting, they're channeling the power of a pretty nasty divinity. I would also say that the fact that they're nice to folks who share their religion doesn't really matter much - if "good" is going to mean anything here, I think it has to be an absolute rather than relative term, so they have to have a will to be good to everyone. (Though obviously there's a whole big philosophical problem here, raised mainly by old school D&D's oddly literal moral absolutism, with people speaking their 'alignment languages' and so on...). |
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03-15-2014, 06:01 PM | #36 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Help with a Grim Survival DF Setting
If they're living off the land in the underdark, consider this just like being out in the wild and make them roll Survival (Underground) each day. Results are as in the first graf of the Survival skill on p. B223. Failure will result in possible resource depletion.
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03-15-2014, 06:27 PM | #37 | |
Join Date: Mar 2014
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Re: Help with a Grim Survival DF Setting
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03-15-2014, 06:47 PM | #38 | |
Join Date: Aug 2004
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Re: Help with a Grim Survival DF Setting
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Fair enough. |
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03-15-2014, 10:57 PM | #39 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Help with a Grim Survival DF Setting
I don't see how slavery is an Evil act. Nothing preventing someone from being described as both Lawful and Good; it may be against modern Western social mores to call something slavery but that's a horse of a different color.
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03-15-2014, 11:06 PM | #40 |
Join Date: Jan 2006
Location: Most definitely alone
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Re: Help with a Grim Survival DF Setting
Just a suggestion on the 'battlefield scavenged' armor. Presumably, if this armor is scavenged from the battlefield, it was actually worn onto the battlefield, then scavenged by the survivors.
Rather than having genuinely random collections of armor, I would suggest everyone get an actual suit of very light, cheap armor (since that armor would be the least desirable, and the least likely to get taken earlier by someone else, and thus, available to be offered to rabble) and then have a random selection of better armor pieces that everyone can squabble over (one good helmet, one left pauldron, etc.). To keep up the random, mismatched factor, you could also possibly roll (even on the hit location chart) for their basic armor to determine what was irreparably damaged (i.e., where the blow that killed the last wearer tore through the armor). Putting on armor with a gaping tear covered in dried blood might suit the genre. This would be easier to track and equip (you have leather armor, except on your left arm, and you have a steel pot helm) and also a little less subject to wackiness (one guy rolls and gets relatively good armor, someone else ends up with a left leather glove and a right boot).
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Tags |
dungeon fantasy, underdark |
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