10-30-2012, 07:37 PM | #21 | |
Join Date: Oct 2007
Location: Vermont
|
Re: Dungeon Fantasy party compositions
Quote:
You could also limit the advantages Berserk gives you to balance it out.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
|
10-31-2012, 07:34 AM | #22 | |
Join Date: May 2012
|
Re: Dungeon Fantasy party compositions
Quote:
|
|
10-31-2012, 08:29 AM | #23 | |
Join Date: Oct 2004
Location: Yorkshire, UK
|
Re: Dungeon Fantasy party compositions
Quote:
We can hope for a couple of those to be released before Christmas. Last Year (2011), SJG managed somewhere close to 2 new 4e items per month, so we might optimistically hope to get 2 items a month once the Ogre is moved out of the way. Which gives us an (unofficial) estimate of 3 to 6 months from now, depending upon where it is in the queue, how quickly Ogre is rolled out of the way, and how long it takes the GURPS release machine to get up to speed. Then again, if it's ready to go, we might see it in the next couple of weeks. |
|
10-31-2012, 09:12 AM | #24 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Dungeon Fantasy party compositions
As much as I'm looking forward to it, I cannot believe it will get released this year. There's only 8 weeks or so left.
The smaller the company, the more effect completely random stuff has.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
10-31-2012, 09:17 AM | #25 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Dungeon Fantasy party compositions
At this stage, it would most likely be "an unspecified amount of time." The GURPS schedule is not paused, leopard-like, ready to unleash new release after new release with hair-trigger explosiveness. It has been demobilized so that we can mobilize Ogres. Once the Ogres roll out, it will have to be remobilized, and just that warmup time will take "another few months." If we were a factory rather than a publisher, you could think of it in terms of retooling.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-31-2012, 10:24 AM | #26 |
Join Date: Aug 2004
|
Re: Dungeon Fantasy party compositions
Arm lock to takedown: Assuming your larger foe stays within or attacked from within 1 yard range (most wont, as SM+1 gives that crucial +1 yard of reach, and larger weapons might as well), you step in CC and automatically hit (because of the Beserkers AoA). You now have his Arm locked. However, you cant Rapid Strike into a throw, the Throw from Lock explicitly says "the turn AFTER the one during which you applied the lock". So, there is a one second delay in which our Berserker acts, and you have used your step to get into CC, not to get into a rear hex. The natural response might be to try and break free (ST vs your Skill +4) and if they are strong enough, that might be a good option. Another option is for the Beserker to check if his ST is more than twice yours... and if so, simply do an AoA Slam (into another opponent, the wall, or the ground) with you in the lead, as you cant stop him from moving (you can release the lock if you dont want to be carried along though). Or gore you with horns, attack with the other arm or a kick, head butt, even a 1handed grapple of his own.. Lets say that all fails anyway. Now you try your throw from a lock on your turn. This is Skill vs ST (+Skill if he has power grappling). You need a lot very expensive DX+Skill to overcome that kind of ST... Im not seeing this as a go to move for small marginally trained monsters.
The sweep to grapple to pin: Sweep already discussed (there is a resistance roll based on ST). The pin is vs ST +3 (SM +1) or more (if you are SM -1). Even for a moderately trained human, this seems like a bad idea vs just using that same 2-hander to poke him again. Really, I cant see going for a Pin to be a good idea unless you are very skilled indeed. ST 20+ and a SM bonus is nothing to play around with, and there are far better ways to go about all this. Or was this all settled by "Telegraphic Attack doesnt help QCs" and Im just jumping in late here?
__________________
My GURPS stuff |
10-31-2012, 02:02 PM | #27 | |
Join Date: Jun 2008
Location: Milwaukee, WI
|
Re: Dungeon Fantasy party compositions
Quote:
Trademark move was an AoA(Long) to lop off heads at 5 yards. And his DR was somewhere around 11 ish. Sooooo broken... He died in a ambush. Didn't have his armor, and a trio of scrubs knifed him on the commission of another lord. I actually am really proud they worked together, rather than engage in Melee Ettiquette.
__________________
Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
|
10-31-2012, 05:51 PM | #28 | |
Join Date: Mar 2006
Location: Iceland*
|
Re: Dungeon Fantasy party compositions
Quote:
SM -2 or SM +5, it's all irrelevant. Just succeed at an unmodified grappling skill roll and you've pinned him.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
10-31-2012, 06:02 PM | #29 | |
Join Date: Aug 2004
Location: Salinas, CA
|
Re: Dungeon Fantasy party compositions
Quote:
__________________
- Bob GMing GURPS 4e, Shadowrun 5e, M&M 2e |
|
10-31-2012, 06:08 PM | #30 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Dungeon Fantasy party compositions
|
Tags |
errata |
Thread Tools | |
Display Modes | |
|
|