01-23-2017, 01:05 PM | #11 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: DF giants
Not expressly, but it would be pretty trivial to design with the Technique Design System. Note that for DF you would need to then write it as a power-up (bought all the way up to the cap) because DF doesn't use techniques.
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01-23-2017, 02:04 PM | #12 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: DF giants
I would take a leaf from the Target Locations technique and allow a maximum of half the penalty to be bought off. But yeah, such a technique makes sense.
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01-23-2017, 02:40 PM | #13 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: DF giants
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01-23-2017, 02:46 PM | #14 | |
Join Date: Jun 2013
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Re: DF giants
Quote:
*The exception here is Vitals, where except when the foe is wearing a Pectoral or similar, there's never a reason to aim at the Torso rather than the Vitals, as a miss by 1 still hits the Torso. I'm fine with that - aiming for "center of mass" is a pretty common practice, after all. ... As for the main thread, baseline DF doesn't really support the casual giant- (or dragon- or whatever narratively-serious threat you choose) slaying found in D&D, largely because of the combat system differences already mentioned. If you want to bring it in, you can, but you'll need to add in some cinematic combat options and/or some new** Advantages. For the former, changing the damage of big strong monsters to be mostly knockback (treating them much like cinematic explosions) will let them strike characters and send them flying* without as much risk of killing them. For Advantages, Vitality Reserve will get you closer to the D&D HP model, although I'd be more inclined to go with Injury Tolerance: Damage Reduction. *You'll probably want to increase knockback. 8d cr against an ST 12 adventurer only averages 2 yards of knockback. **Not necessarily new to GURPS, but I don't think either of the options I've listed are available for characters in DF (some monsters have IT:DR). |
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01-23-2017, 03:06 PM | #15 |
Join Date: Feb 2009
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Re: DF giants
Actually you still might want to aim for generic torso hit for better crit chances
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01-23-2017, 03:51 PM | #16 | |
Join Date: Jan 2006
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Re: DF giants
Quote:
Fore! |
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01-23-2017, 03:58 PM | #17 |
Join Date: Feb 2009
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Re: DF giants
Having played a character who used a spear, I considered buying such TA however
To benefit from 'miss by 1' you need to attack at no more than 15. If you attack at 15, crit is on 5 or less. I want to use rapid strikes and/or deceptive attack usually to reach 16 Spending 3 points to get the Targeted Attack thus seems questionable, especially as only valid with foes with vitals, and x3 isn't hugely better than x2 |
01-23-2017, 05:13 PM | #18 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: DF giants
Quote:
P.S. I wish this site allowed for granting xp or similar for posts.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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01-23-2017, 05:16 PM | #19 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: DF giants
Quote:
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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01-23-2017, 06:15 PM | #20 |
Join Date: Nov 2014
Location: San Diego, CA
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Re: DF giants
Use of Sumo Wrestling (slam) and Brawling (trample) rules is a nice way to bring down the damage while keeping the giant feel without rules tweaks. A mobile giant may live a little longer, too, not standing toe-to-toe with a knight throwing 2-3 hits per turn.
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Tags |
dungeon fantasy |
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