05-20-2014, 11:20 AM | #11 | |
Join Date: Jul 2008
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Re: [DF] Of course...
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Admittedly some have relatively weak options like knife throwing that may not be effective against an armored flier, but none of them will find themselves unable to even take a shot unless they've botched their loadout.
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05-20-2014, 11:23 AM | #12 | |
Join Date: Dec 2008
Location: Behind You
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Re: [DF] Of course...
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I was commenting mostly on the hack & slash concept in general. |
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05-20-2014, 11:39 AM | #13 | |
Join Date: Jul 2008
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Re: [DF] Of course...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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05-20-2014, 01:29 PM | #14 | |
Join Date: Dec 2008
Location: Behind You
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Re: [DF] Of course...
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05-20-2014, 04:56 PM | #15 | ||
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] Of course...
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I have a Scout in my game, and I'm careful to ensure I don't nerf impaling and range all the time, or I may as well tell him to make a new guy. And the people who specialize in melee have to recognize that they have little leverage against flying foes. Quote:
All of this falls under "House rules to match the specific group" but flying foes are probably a core reason for ranged weapons being on all of the DF templates!
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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05-20-2014, 05:09 PM | #16 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [DF] Of course...
Yep. In a dungeon, quarters are normally so close that ranged combat is a one- or two-second prelude to a melee clash, at best. Things are actually worse outdoors, where concealment leads to ambushes that occur at a range controlled by the ambusher . . . and most hack 'n' slash ambushers are bitey things, not snipers. Yet ranged combat abilities appear on all the templates. That's because of (1) flying foes, and (distant 2) occasional enemies who shoot from across chasms, atop cliffs, or within bodies of water or acid or lava. Templates or no, it's a fatal tactical error to put together an elite strike team – like a party of delvers – that cannot deal with aerial, aquatic, and insubstantial threats to at least some extent.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
05-20-2014, 05:29 PM | #17 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [DF] Of course...
I would note that CRPGs generally either don't implement flight at all, or have vast quantities of ranged damage available, possibly along with abilities that knock people out of the air. You also run into the phenomenon of flight being sort of there, but not actually permitting obvious uses of flight, such as crossing obstacles, simply because CRPGs are often extremely railroady, and flight is very good at letting people get off the rails.
I will note, however, that resource management, while historically a big part of dungeon crawling, is often a rather unpopular part (people aren't at the game to update spreadsheets), and also has a long history of not really working well (it's extremely difficult to push the pace in a way that keeps resources tight but doesn't just starve them out and making success impossible, and often looks highly unnatural and railroad-y). |
05-20-2014, 05:32 PM | #18 | |
Join Date: Apr 2011
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Re: [DF] Of course...
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05-20-2014, 05:50 PM | #19 |
Join Date: Aug 2004
Location: Austin, TX
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Re: [DF] Of course...
A couple of other points that I thought up:
* Give highly varied challenges. Every option on every template should be potentially useful, either to avoid harm or increase reward. Especially as the campaign continues, you want the PCs to be forced to diversify their skills, because the other option is a 300 point Knight with weapon-26, Extra Attack, ST17, and Weapon Master who will destroy just about any foe that melees with him (and that foe will destroy any of the PCs who aren't as heavily optimized for combat). Balancing the game is a little easier if the PCs have spread their points wide because they're all finding Survival, Hidden Lore, and Connoisseur to be useful. * Mook archers aren't threats if the PCs know about them, they're just harassment. An orc with Bow-13 doing 1d+2 damage with normal arrows will be lucky to hit a PC before getting killed (especially if the PC's scout is doing counterarchery at 6-8 times the effective rate of fire), much less penetrate armor and do significant damage. Deploy 5-10 archers per PC if you want the PCs to sweat at all - or attack from behind. * Don't be afraid to use monsters with special abilities like Weapon Master, Heroic Archer, or spellcasting. Just make sure they have a reasonable amount of backup - GURPS combat favors the side with the most actions, and 6 PCs against a single bad-ass opponent tends to go towards the PCs in a very swingy way. * Similarly, it's essential that any NPC that you want to have last more than a single round in combat either have levels of Luck or Destiny (Don't Go Down Like a Chump) if you're using the destiny point rules from Power-Ups 5. Without some source of rerolls, your Big Bad will go down to the first critical hit - which will happen on the first attack roll of the big combat. Again, don't be stingy: give Luck to anyone cool, not just the biggest villain.
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05-20-2014, 06:00 PM | #20 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [DF] Of course...
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Actually, for DF I'd be tempted by some sort of 'first appearance' rule, where the first time a given type of critter shows up it's pretty potent, and later on it starts to be chaff. Ponder giving a given type of creature a pool of character points (usable for all the normal one-off effects such as buying successes, only a flesh wound, etc) which never refreshes. |
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Tags |
dungeon fanasy, how to run, pace |
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