09-18-2017, 10:57 AM | #51 | |
Join Date: Aug 2009
Location: Poland
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Re: What is the best Magic system to use in a DF campaign?
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As to finding a solution to save-or-dies, I've had satisfying results with modified Buying Success, p. B347, which was hinted in the thread earlier. Add to the options:
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09-18-2017, 11:17 AM | #52 |
Join Date: Feb 2007
Location: New York City
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Re: What is the best Magic system to use in a DF campaign?
My group has been using Sorcery for 2 years now. I think it works really well.
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09-18-2017, 11:19 AM | #53 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: What is the best Magic system to use in a DF campaign?
Among those complaining. GURPS players who post to this forum are a minority of GURPS players, and posters of these forum who post to threads complaining about GURPS Magic are a minority of posters. Using these threads as proof of any consensus is a stretch.
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09-18-2017, 11:36 AM | #54 | ||||
Join Date: Sep 2017
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Re: What is the best Magic system to use in a DF campaign?
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As for the save-or-die protections you mentioned: Only two of them are true protections: Luck and Bless. The others still leave a chance of going down in a single bad roll. I don't want Luck to be mandatory, you know? One of the reasons being: it is not available to every template, and I don't want to change that. Bless may be a solution, but again, I don't want it to feel mandatory. Quote:
On the point: not all bosses are like that - enemies that the delvers know previously or that he knows of them previously. I'm not talking about the BBEG of the whole campaign, I'm talking about "regular bosses", you know? Quote:
Many of the people who have replied here also seem to think the same (as does my players) Quote:
Once, in a D&D adventure I was GMing, the BBEG was an ancient dryad who was evil because her tree was corrupted secretly by the local lord (who happened to actually be a Rakshasa) so that he could send people to solve the problem and thus be a "hero". The fight against the dryad happened in the area around the tree. When they got close she summoned a sea of vines and called to the animals of the forest. The party's cleric thought about using a protection spell I can't remember to enable them to get through the vines. They went on, fighting against the panthers that would pounce on them. The dryad started to appear and disappear between the vines. The wizard managed to hit her with a chromatic orb, and so did the fighter with a javelin throw. When they emerged from the other side of the vines, the dryad tried to mind control the barbarian, but he was immune to it thanks to the dark sword some evil cultists had merged with his body (he didn't have one of the arms - it was the dark sword that would appear during battle). Then, she charmed the Wizard, who in turn attacked the cleric - he went down because he was weakened. The fighter hit the Wizard and he managed to escape the charm. The dryad delivered the last hit to the Wizard (didn't kill him, but left him unconscious - he managed to save on the death throws). The Barbarian then decided to ignore everything else and go for the tree. He got the wand from the Wizard's body (it was a Fireball wand given to them by the counselor of the town) and ran directly to the tree. Dryad got crazy and tried to stop him but he either dodged or ignored her hits. Then, when he was in range, he realized he didn't know how to actually activate the wand. So he broke it, trying to do it. Following the rule of cool, I said that the wand exploded in the energy release - throwing the fireball but also hitting him as well. With that, he went down, but the tree was burning and the dryad died with it. The Fighter, the only one standing, gave first aid to the Cleric and the Barbarian (the Wizard was already safe from death). That was a pretty cool Boss battle - everyone enjoyed it. Now, if the Wizard had hit the Dryad with a save-or-die spell (those don't really exist in D&D Next) instead of chromatic orb, the fight wouldn't be nearly as epic. About magic being as common as swords - between adventurers, they are, but for the rest of the world in general, they're usually not. Aaaaanyways: I don't really want to get rid of those spells - they have their flavor. I just don't want them to be instant combat solvers. And I have a suggestion on how to do it, on the OP. I'd like to hear everyone's opinion on that. And also get some help on tweaking the values.
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09-18-2017, 11:55 AM | #55 | ||||
Join Date: Sep 2017
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Re: What is the best Magic system to use in a DF campaign?
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But, in any case, I don't think that all those spells need resistance at the same proportion, mostly because the rule of fun - whereas flinging fireballs, and having lightning bolts shot at you look really cool and are both interesting situations, dying to a single bad roll is not. Thus my grudge specifically with save-or-die spells. I'd really like to know your opinion on the tweaks I'd like to use in my game. Quote:
I don't want to feel forced to make them all have Magic Resistance - because that would also counter normal spells, not only the ones I consider bad. Quote:
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By consensus I wanted to say: the consensus on the threads talking about Magic around here. Even if it isn't really the consensus, the important part of this is: I'm not the only one with this idea. So "playing as is" isn't something I'd like to do, because I have the option of trying to tweak it beforehand. If I was the only one with this impression, probably I would be wrong since I haven't played for a long time using the system as is. But there is a considerable amount of people who have played and have the same opinion.
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09-18-2017, 12:10 PM | #56 | |||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What is the best Magic system to use in a DF campaign?
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That's not GURPS, and most people who really like GURPS will be very frustrated by that. The point of GURPS (aside from the toolbox mentality of the rules) is that fights are grim and dirty and unbloody fair. So when the Players get a lucky break and one-shot the BBEG, they all collectively sigh and then get down to dealing with the mooks*. And when it goes sideways against them (despite every hardened defense**) the Players quail and the Characters begin panicking and everything begins going according to my plan... [INSERT EVIL LAUGHTER] * Or as is in my experience the mooks are one-shotted (or the Lieutenants or Captains) in a "defeat in detail" tactic leaving the BBEG surrounded without allies and looking at a quick and thorough smack-down. ** Players loooooooooooove shoring up defenses. So much so they end up Juggernauts with limp-noodle attacks. Granted, you also get the Glass Canon types, so it can balance out. Personally I always make my characters with a fairly strong weakness, something to be overcome or worried about in every fight. But then I'm a weirdo like that. Quote:
So either remove "Save-or-Die" spells and vitals hits and everything else but "big pile of HP whittling" abilities, or just be prepared to have your tableau battles occasionally anti-climaxed. Quote:
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Bascially in my games (which are almost all Action style) I give all the PCs an Impulse Pool. This is a pool of points they can spend on Impulse Buys (GURPS Power-Ups 5: Impulse Buys), however they wish, each session (this vastly improves Character survivability in 'High Cinematic Games That Still Have Realism' which I prefer). These points can be used to turn a crit into a non-crit (and vice versus), a success into a failure, can buy 'used' equipment (in ye olde "Hey, this guy's closest has a pile of gear in it, lucky us!" fashion), immediate and momentary use of Advantages not on the Character sheet, reduce damage from a single hit to only 1 point, etc. So just give a suitably impressive BBEG a pool (no more than half of the total pool of the Players, probably less if it isn't the Final Boss Battle). Even use some evil looking counters (I use black stones, the PCs get white stones). And every time "Fate" or "Destiny" or "The Evil Powers What Be" save his bacon, spend those stones. You can even use them on Captains or Lieutenants occasionally (like if the BBEG does something to bolster them) The Players will see the expenditures, know what is saving the villains, and stimulate their hatred for them even more. And in long fights, as it's getting tense and they see that pile is still sitting there untouched and their piles are severely dwindled? They start to worry. They start to fret. "Is that pile going to be used to defeat us?" they ask themselves. "Is this where we TPK?" [INSERT EVIL LAUGHTER] |
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09-18-2017, 01:00 PM | #57 |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: What is the best Magic system to use in a DF campaign?
QFT! GURPS (Spell based) Magic appeals to folks that want to feel clever. Figuring out that you can do something that ends a fight before anyone on your side get's hurt is one of the ways it does that. Any turn of combat could be a deadly one, so ending combat quickly and efficiently is best.
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09-18-2017, 01:16 PM | #58 | |
Join Date: Aug 2009
Location: Poland
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Re: What is the best Magic system to use in a DF campaign?
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09-18-2017, 01:20 PM | #59 | |||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What is the best Magic system to use in a DF campaign?
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Note: I use this reference point when talking about 'villain' levels: Mooks - Canon-fodder. Should drop in a few hits or just run away if glared at really hard by a Big Damn Hero. DF 62 point Henchmen at best*. Sergeant - Mook leader. Probably wont run away if glared at, can take at least two hits, there to keep Mooks in line. In DF these guys are 125 Henchies. Lieutenant - Almost an equal for an individual PC. May be better in a single focused area, but then will be worse everywhere else. In DF between 125 and 250 points. Captain - Easily an equal for any one PC. Maybe a bit more. 250-300 points in DF. Marshall/General/BBEG - Outclasses any given PC, probably outclasses starting groups of PCs. * I.. I don't actually use points to stat out NPCs unless they are Allies or Enemies (I mean named foes get NPC character sheets, I just rarely bother to balance their points. but then I've been running GURPS for 30 years, so it's all very old hat for me). So it's closer to this: Level - Average Stat/Skill Line (with fluxuations, but eh, it averages out) Mook - 10 Sergeant - 12 Lieutenant - 14 Captain - 16 Marshall/General/BBEG - 18 Then BAD** gets slapped down onto top of it and Everything Gets Worse. ** Basic Abstract Difficulty from GURPS Action 2: Exploits, the best GURPS book after the core Basic Set books. Quote:
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A Wizard does (yes I know, this just shifts a few decimal points, it doesn't actually change your position). Quote:
Captains and Lieutenants clench up, strive forward, and hope their defenses are properly in place. The BBEG smirks arrogantly. Probably even laughs malevolently. Sometimes twirls a mustache in the PC Wizard's general direction. Quote:
My suggestion: Get DFRPG. Play it straight out the box in a West Marches (sandbox hexcrawl*) or Felltower (sandbox megadungeon*) style game for about 20-50 sessions. The Players don't get invested in their paper mans, you don't get invested in your tableau battles or BBEGs. This gives you time to discover if this is really actually a problem at the table or just a white board issue (most of us are trying to tell you that, in our experiences, this is not an actual problem at the table, just on the infinite plane of theorycrafting). Meanwhile pick up some of the other magic systems, like DF 19: Incantation Magic, Powers: Divine Favor, Thaumatology: Sorcery, or Thaumatology: Ritual Path Magic and see if any of these magic systems work better for you. They probably will** as they inherently do not have save-or-die unless you the GM allow those spells to be built. * Why one is called a "hexcrawl" and the other a "megadungeon" is lost on me, they're the same style game just one is 'outdoors' and the other 'indoors'. ** Or not, as these systems inherently require more work for the GM. I'm personally really partial to RPM and Divine Favor... but Incantations/Effect Shaping is gathering some love from me recently. Last edited by evileeyore; 09-18-2017 at 01:40 PM. |
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09-18-2017, 02:31 PM | #60 |
Join Date: Jan 2006
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Re: What is the best Magic system to use in a DF campaign?
In GURPS, it's not just the spells, its the whole system.
I don't like save or suck in DnD, since the combat system is attrition based. DnD5 has been pretty good and smoothing those out. I'm much more ok with this approach in GURPS, since there's a lot of stuff that takes you out if you blow your defense. The archer shooting you in the eye, the rogue backstabbing you, or the barbarian smacking you for 4d+2 cutting to your neck - whatever - it's all "save or suck." Luck is basically mandatory for my PCs because of this. Isn't there an impulse buy to blow a CP to win a contest like this? If you want epic resistance in GURPS that would work fine too. |
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