10-17-2011, 05:41 AM | #21 |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Maximum Skill Levels?
I think it's -3 (not -2) in the "dim area" of a light source - but heck, your lightsource could have been extinguished and then you're stuck with ambient light levels, which can go as low as -9.
See also this post by me from (egads!) 2008 for a great worst-case-scenario analysis.
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10-17-2011, 06:01 AM | #22 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] Maximum Skill Levels?
The main reason I put caps on skills (at DX+10) is because I prefer to keep skills (and specialy parries) in the party within an order of magnitude, and because I like it that it leads to bonus hunting, as players strive to find places to give them bonuses via talents [talents increase your effective stat, from my PoV], items, etc etc.
Also, when you've got the caster with staff-16 and parry 14, and a swashbuckler with Rapier-26 and parry 19 (true story), you find that the monsters need to impose large penalties to defense or the swashbuckler is untouchable (and you can's simply rain attacks, because thanks to Weapon Master and using a fencing weapon, he only gets -1 on successfull parries, and since he carries two of them, you need to rain 9 attacks before the swashbuckler has to parry at less than 16), and anything that can hit the swashbuckler will hit the caster for sure. This only gets worse with time. Last edited by Kuroshima; 10-17-2011 at 06:04 AM. |
10-17-2011, 06:29 AM | #23 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: [DF] Maximum Skill Levels?
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As for all of the Swashbuckler's attacks...if your Swashbuckler was anything like mine...I didn't have the best ST...so all it took was an Ogre with natural DR and some armor and I couldn't do any damage at all. Also things that are mainly damaged by crushing damage will allow your Mage to shine while disadvantaging your Swashbuckler seriously. But in the end, I feel like, the Swashbuckler paid lots of points to be really good in combat. Let the Swashbuckler be really good at combat at times. The mage may only have Staff-16, Parry 14 (which is good)...but I assume the Mage has other things in her back pocket...like blocking spells and magic. |
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10-17-2011, 06:37 AM | #24 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] Maximum Skill Levels?
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As for breaking the weapons, they're edged rapiers, that are slightly heavier than normal rapiers, and enchanted with shatterproof. |
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10-17-2011, 06:41 AM | #25 |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Maximum Skill Levels?
Rapiers? Flails. :)
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10-17-2011, 06:55 AM | #26 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: [DF] Maximum Skill Levels?
Bruno is right. Fencing weapons can't parry flails at all...so that equalizes things really rapidly.
As for this... Quote:
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10-17-2011, 07:03 AM | #27 |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [DF] Maximum Skill Levels?
Flails and Fireballs.
I love how whenever skill levels in weapons come up everyone always assumes you're going up against another weapon. This is DF! You can be fighting claws and tentacles, you could be fighting oozing honey elementals (sticky and sweet, bad for parrying but yummy to eat afterwards), you could be up against animated wardrobes, giant spitting snakes, cockatrice and fear demons, and given enough CP - even Gods! A parry of 30 is fun and all, but if you cant dodge a death ray, or block a glob of contact poison/acid, or pull your weapon free from a lodestone construct (natural magnetism is fun), or avert your gaze from a petrifying beast (whilst still fighting and avoiding its other attacks), or stand your ground whilst soiling yourself, or have the strength of will to simply not listen to that divine being telling you to drop your weapon.... well you'll find that your parry isn't of much use any more, what with you being dead. Personally I place no upper limit on skills, although I do impose greater learning time and costs once you start exceeding the Stat+6 or Stat+10 mark (depending on skill type). Mostly because it makes sense that when trying to squeeze those last few points out of a skill beyond simply being quick/smart etc you tend to need a lot of work and focus and linear training costs just cant model that.
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10-17-2011, 07:27 AM | #28 | |||
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [DF] Maximum Skill Levels?
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As for the other characters, well, They are all effective in their specializations. However, I try to make it so it doesn't turn into fantasy RPSLS, where monster type 1 is killed by delvers A and B, monster type 2 is killed by delvers C and D, and so on BTW, the last combat was against 12 evil eyes, 4 bronze spiders and an electrical jelly, and it was close, but no character even ended up unconscious. Quote:
Last edited by Kuroshima; 10-17-2011 at 07:31 AM. |
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10-17-2011, 07:33 AM | #29 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: [DF] Maximum Skill Levels?
I don't see a problem with very high weapon skills. Yes, having a skill of 35 in his favorite weapon means that he is likely to instant-kill most opponents foolish enough to get into melee with him.
But that just means that the enemy sorcerers or archers can distract him with hordes of disposable mooks while they get their ranged attacks online. Sometimes other advantages are useful as well to actually reach the high-priority targets. That doesn't mean that a weapon skill at 35 is useless. To the contrary, it will be very useful indeed in most combats. But it's not a universal problem solver, and most parties will have a mix of skills if they want to win their fights.
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10-17-2011, 07:47 AM | #30 | |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [DF] Maximum Skill Levels?
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I quite like the idea of using the speed/range table to calculate costs however, its not something I had considered before - I may have to look into that and see If I can find something workable. Thanks for the idea!
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Tags |
challenge, dungeon fantasy, kromm explanation, skill levels |
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