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Old 09-22-2016, 04:15 PM   #41
sir_pudding
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Off-topic discussion moved to new thread.

Last edited by sir_pudding; 09-22-2016 at 04:21 PM.
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Old 09-22-2016, 07:00 PM   #42
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

I do have a question: how did you get the character to come out in that output? We're all talking about whether it's good or bad, but miss how it came out printed in the first place. If it's a GCA output, it's going to be missed by 98% of the target audience.
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Old 09-22-2016, 07:04 PM   #43
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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I do have a question: how did you get the character to come out in that output? We're all talking about whether it's good or bad, but miss how it came out printed in the first place. If it's a GCA output, it's going to be missed by 98% of the target audience.
I wrote it up using our house-style MS Word template, and Nikki Vrtis (our amazing editor) turned it into the PDF that you now see a screen-cap of. (We plan to make the PDF itself available too, but are having weird technical issues; bear with us.) GCA was not involved, mainly because I wanted to make 100% sure that I didn't bring over any "standard GURPS" baggage accidentally . . . but it also helps that these DFRPG templates are really easy to use. The whole character took me maybe 30 minutes to make by hand, and that includes some serious thought over spell choices. Picking his gear took me another 30.
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Old 09-28-2016, 04:47 PM   #44
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Bonus Spell #1:
Retribution


(Introduced in this Kickstarter update.)

When I was bouncing ideas off of my friends, two of them (Ben and Ben) suggested combat ideas that involved rewinding time or affecting a foe at range as a sort of curse. It got me to thinking about what sort of curses a holy god might approve of, and "you hurt my follower so I'll hurt you" seemed to fit a righteous-yet-lawful "eye for an eye" mentality.

In a way, Retribution is both underpowered and overpowered, depending on the situation. Against most foes, it's more spiteful than anything; a cleric is probably better off maintaining more directly useful buffs on his friends, so they don't get hit in the first place! But some foes are difficult to hurt, due to defenses, distance, Injury Tolerance, and so on. The fae reaver (don't worry, you'll see it soon) is a great example. With a barbarian or similarly beefy meat shield and healing spells at the ready, Retribution can make the bad guy do all of the work!
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Old 09-28-2016, 05:07 PM   #45
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Hm, as GM I wonder if I'd let my players use this with a slam to get deal damage back based on the target's damage... Of course that's assuming slams still can damage the attacker.
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Old 09-28-2016, 05:09 PM   #46
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

So this a bonus spell that is not in Spells? Is this update the only place it will appear?
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Old 09-28-2016, 05:18 PM   #47
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So this a bonus spell that is not in Spells? Is this update the only place it will appear?
Yes, exactly. We've already laid out the sample characters booklet (included with the GM Screen), Spells, and Monsters. But we wanted to celebrate how well this Kickstarter was doing with a bit of bonus content. It might be fair to think of these as "mini stretch goals," where they allocated some of my hours to producing additional exclusive goodies.
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Old 09-28-2016, 05:18 PM   #48
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When I was bouncing ideas off of my friends, two of them (Ben and Ben) suggested combat ideas that involved rewinding time or affecting a foe at range as a sort of curse. It got me to thinking about what sort of curses a holy god might approve of, and "you hurt my follower so I'll hurt you" seemed to fit a righteous-yet-lawful "eye for an eye" mentality.
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.
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Old 09-28-2016, 05:19 PM   #49
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Hm, as GM I wonder if I'd let my players use this with a slam to get deal damage back based on the target's damage... Of course that's assuming slams still can damage the attacker.
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.
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Old 09-28-2016, 05:33 PM   #50
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(. . .) It might be fair to think of these as "mini stretch goals," where they allocated some of my hours to producing additional exclusive goodies.
I think it's a pity to not include it, but I understand.
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