08-15-2009, 07:35 PM | #71 | ||||
Join Date: Aug 2004
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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08-15-2009, 07:44 PM | #72 | ||||||||
Join Date: Aug 2004
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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Anyway, GURPS healing spells are weaker than D&D anyway, what with the cumulative -3 for castings after the first. If you want them to not be mid-combat, though, just require that they be cast Ceremonially and that's that. A minimum of 10 seconds means it just won't happen most of the time. [quote] Quote:
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08-16-2009, 04:08 AM | #73 | |
Join Date: Aug 2004
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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-25 is sure a lot, but it means only people who are really good and put a lot of effort in will have any hope of avoiding just producing Crit Failures, let alone having any chance of success. |
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08-16-2009, 10:07 AM | #74 | |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
Thanks for the Banestorm rules, I think I'll work those in as well. As an aside, I'm going to tweak Azalin's curse so that his inability to learn spells is only directed at Healing and Gate spells (since those are the two areas of magic most dear to him, so he can resurrect his son and leave Ravenloft). I'm also toying with the idea of making another curse that his undead nature will gradually become apparent to any living creature - regardless of his illusions to conceal it - after sufficient time spent in his presence.
This is devastating to him, since Darkon culturally has a terrible fear of death and undead, and because he has instituted propaganda to cast himself as the "last stalwart defender" of the people against the tides of undead. This effectively shuts down any possibility of collaborating with mortal spellcasters in ceremonial castings... and given that Healing and Gate spells have a penalty that he must use ceremonial castings to overcome, it's a heavy burden. As for your question about 3E's True Faith ineffectiveness against mindless undead, I do indeed have a page citation for you: Quote:
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08-16-2009, 12:04 PM | #75 |
Join Date: Mar 2006
Location: Silver Spring, MD
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Re: Newcomer seeks advice: Ravenloft in GURPS?
I'm late to this thread, so sorry if any of this has already been said. I'm running a GURPS Ravenloft game right now, and it's going swimmingly.
GURPS Powers is very useful in fine-tuning anything you throw at the PCs in ways they may not think. In the first GURPS RL game I ran, I had a villain (a delusional ex-werewolf) who, due to various Dark Power gifts, could summon up "shadow wolves"--which were basically an FP-draining, Mobile, Homing Affliction, the idea taken directly from the description of Allies in Powers. This book also has the Awe and Confusion checks tables. Awe isn't likely to come into play too often in Ravenloft, but Confusion might, especially in the Shadow Rift or in Bleutspur, and for other sanity-blasting things. I decided on a very simple roll for Powers check: roll 3d. On a 3-17, nothing happens. On an 18, roll again. For a minor act of evil, the player needs to roll an 18 to have attracted the Dark Powers; for a moderate act of evil, the roll needs to be 17-18; and for a major act of evil, the roll needs to be 16-18. You can tweak these if you want Powers checks to be more or less problematic. I'm not sure how effective it is--I've only had to roll a Powers check once. As for turning lesser undead, in Ravenloft, even mindless skeletons and zombies are evil by nature, as they're tied into the negative material plane (and according to Van Richten's Guide to the Walking Dead, they have to kill on a regular basis or they crumble, and this includes undead animated purely by magic, even by a non-evil caster). I don't have any mages in my current party, but I do have a Witch of Hala. I use a type of ritual magic for them, based (very roughly) on the Celtic-type tree magic from Celtic Myth and Thaumatology. I'd probably do the same for Druids, if I had any. My personal preference for magic is toning down on the flashiness factor. Fireballs are rare, for instance. I also wouldn't limit the level of Magery available. Just make it so that higher levels of Magery lead to temptation with darker and darker magicks, as the magic becomes Things Man Was Not Meant To Know, which is always fun, even when there are no shoggoths. What I might limit would be the amount of spell-casting Fatigue allowable, to encourage players to look into weird and disturbing ways to cast spells. Like blood magic! And there shouldn't be any power stones. Mana stones, maybe. If you like the idea of sorcerers from 3e D&D (the idea that that some people just have off abilities), allow some people to take exotic advantages, like Healing or Medium. Evil sorcerers have these powers with the Pact limitation. My group doesn't use priests, per se. rather, we let anyone pray for miracles, using a modified Reaction Roll (we got the idea from one of the new GURPS books, but darned if I can remember which one. Priests--i.e., those with Clerical Investment--just are more likely to get their prayers answered. Any miracles that occur as a result may act like spells, or they might be skill bonuses, premonitions, beneficial "coincidences," and so on. Of course, really bad rolls annoy the deities (eta: didn't know the 'p' word was a bad word here). You just need to decide if the gods in your game are really the gods, or are the Dark Powers pretending to be gods. One limitation that hasn't seemed to make its way into 4e GURPS is the "Weak" (-40%) limitation for Dominance--the ability to create minions from your infectious attack that don't have Slave Mentality. This was in 3e Horror, and should have been brought over into 4e. One other thing to remember is that, while GURPS likes to claim that a person or being's point cost is a good indicator of their power level, this isn't always the case. The geist in D&D is a 1/2 CR creature, IIRC, but in Ravenloft works out to something like 200+ points, because Invisibility and Insubstantibility are so expensive. Honestly, I wouldn't worry too much. I make all my monsters and stuff up as I go along, and I don't really care if they've been converted "exactly." Ravenloft is all about the tone. Rules aren't that important. Last edited by Faolyn; 08-16-2009 at 12:09 PM. |
08-16-2009, 12:12 PM | #76 |
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Re: Newcomer seeks advice: Ravenloft in GURPS?
(Cross posted with Faolyn, whose post I will address later when I've had time to do it justice! :) )
So my proposed rundown: Defensive Faith: requires True Faith and your own faith's symbol. Mindless undead simply cannot approach you, they're held at bay automatically. Intelligent undead can approach you only if they succeed in a Quick Contest Will Roll, and the cleric gets to add their Power Investiture level to the roll to see if it works. Non-clerics can still do this but obviously lose the Power Investiture bonus. Circumstantial modifiers can apply, eg if the area is sanctified or desecrated, etc. Offensive Faith: requires True Faith and the symbol of the undead's faith. (Undead does not need to have been a strict adherent to the faith. Any acknowledgement of the god's effectiveness and power during their life is enough, e.g. accepting healing from that god's clerics.) Cleric needs to present both his own symbol and the symbol of the undead's faith. Same Will Roll applies, same modifiers. If the undead fails it, it must get all of its body parts out of line-of-sight from the symbols. Merely covering or averting its eyes is not enough. If it doesn't, it takes a shock penalty equal to the margin of failure in the Quick Contest. If both the undead and the priest are adherents to the same faith (i.e. the priest only needs one symbol to turn the undead) then the priest's Power Investiture bonus is doubled. Again, the undead's shock penalty cannot exceed -4, which is the usual shock penalty max cap, but the doubled Power Investiture bonus means it's much more likely to fail the Quick Contest roll. How does this sound? Last edited by HuManBing; 08-16-2009 at 12:45 PM. |
08-17-2009, 03:02 AM | #77 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Newcomer seeks advice: Ravenloft in GURPS?
I still don't think the requirement of using the symbol of the undead's former faith is right. That's fine where it's the symbol that's important, because of its relevance to the creature's beliefs, but that's not what's going on with D&D Turning; it's the power of YOUR god, not their mind or their god.
If it was, you wouldn't need to be a Cleric (or, in GURPS, have True Faith), you'd just present the appropriate symbol. Sure, firmness and strength of will might be important, but if your belief in what the symbol represents isn't important, you're not acting as a priest, just as a scarecrow. If anything, I would argue that using the symbol of a god OTHER than your own is probably a violation of the Pact that's inherent to True Faith and you'd lose it until you atone to your god. You're certainly not a good priest if you're waving around some other god's symbols in lieu of your own. I strongly urge you to reconsider. Either: 1. Drop the idea of the undead's former faith being imporant 2. Reduce it to being a bonus against undead of your faith (preserves something of this, without being silly) 3. Remove True Faith and make it a simple Dread of the appropriate holy symbol, so it's the sign and not the bearer who matters (this will make clerics less important, which is up to you to decide whether that's good or bad) |
08-17-2009, 09:07 AM | #78 | ||||
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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Consider Ravenloft, which has traditionally given the gods lesser sway. Undead in the d20 system just are uniformly harder to turn. Also, consider that unlike the monochromatic "Christanity über alles" theology of Harker's Dracula, Ravenloft has a good number of powerful faiths (Hala, the Morninglord, Ezra of the Mists, the Eternal Order). And none of them is as powerful or as effective as the Dark Powers themselves. Think of this as being less an issue of bargaining with a rival faith for the use of their symbol, and more in the line of an archaeologist who stumbles across Imhoptep's tomb and discovers that the Crucifix has no sway over these undead. But, an Ankh is very effective. It opens up the adventure to a lot more investigation and historical research, so that the intelligent undead really becomes a character, with weaknesses and a backstory, rather than just another dusty stiff for the priest to immobilize and the fighter to whack. Quote:
In a full fantasy setting, there might be a decent degree of universality of faith power against undead. But in Ravenloft, I think this is overpowered, and a dynamic where you have to find out what the specific undead is vulnerable to is more in keeping with the idea of strong, relatively memorable and unique undead encounters. Quote:
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08-17-2009, 10:05 AM | #79 | ||
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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I like your Powers check mechanic. I think I'll tweak the actual numbers a little, but it's good to know that I can do something similar on 3d6 as on d%. As you have it, I believe the Powers check mechanic is considerably rarer in your campaign than it is in Ravenloft, as it's considerably less frequent than 1-in-216, whereas the rarest Ravenloft Powers Check is (by definition) 1-in-100. I have VRGttWD as well, and while I like a lot of the suggested powers for undead, I have specifically overruled the "must kill something every so often" rule. A large part of the attraction of mindless undead is that they make for good guardians of forgotten crypts and tombs, where they might encounter a marauding party once every few decades at most. If they crumbled to dust in the interim it would kill that game mechanic. Quote:
Thanks for the other suggestions too, I'll give them more thought later. As it is, I'm still so new to the system that they don't make much sense to me now, but that's a defect in my knowledge, not your explanation. :) Last edited by HuManBing; 08-17-2009 at 03:46 PM. Reason: Fixed a malformed quote tag. |
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08-17-2009, 04:17 PM | #80 | |||
Join Date: Mar 2006
Location: Silver Spring, MD
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Re: Newcomer seeks advice: Ravenloft in GURPS?
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The reason I said his group size was limited to 501-1,000 is that, quite frankly, he can't sic any more than that on a party of PCs at any one time. I'm going to guess that, because this is Control and not Affliction, the Malediction uses the Control's level to determine the Target's Will modifier, which would be -10. If he fails, he can try again next round. To up this, by a few levels of Compartmentalized Mind. And this is probably not a very good try. I'm sure someone here can do a much better and cheaper job with it, but this is where I'd say "the heck with it" and just not bother to come up with the stats. The other problem is that there isn't an official description of Darkon's physical size, which makes range problems...problematic. Up there, it assumes a range of under 2,000 miles. I think. I'll see if I can work up the Memory Control later on; right now, cold medication beckons. For Azalin, I'd say just work up his immediate combat abilities, just in case your PCs are suicidal, and ignore everything else. Quote:
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No prob. The thing about GURPS is that actually making the characters is tough, even with the Character Assistant, but the play itself is hard. And thanks! Glad to have been of help. Last edited by Faolyn; 08-17-2009 at 04:22 PM. |
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