07-07-2015, 11:54 AM | #1 |
Join Date: Dec 2009
Location: Jacksonville FL
|
Modeling immunity to non-magical weapons
I am planning to run a game and use some old fashioned D&D creatures that have immunity to non-magical weapons and even a few with immunities to any magical weapons without at least a +1 enchantment.
Any ideas on how to build an advantage that grants this in GURPS?
__________________
Two things that I learned from Dungeons & Dragons is that I LOVE GURPS and it isn't really a compliment when a gnome tells you your hair smells nice. |
07-07-2015, 12:23 PM | #2 |
Join Date: Dec 2007
|
Re: Modeling immunity to non-magical weapons
The thing you have ask yourself with effects like this is is what the immunity is intended to represent. Is it because they are actually spirits that can affect the corporeal world? Then do it with Insubstantial or Diffuse. Are they just really tough but magic ignores the toughness? Then Damage Reduction and Regeneration or DR is the way to go.
Last edited by David Johnston2; 07-07-2015 at 12:56 PM. |
07-07-2015, 12:24 PM | #3 | |
Join Date: Aug 2007
|
Re: Modeling immunity to non-magical weapons
Quote:
Instead you settle fro enough DR to be effectively immune to normal weapons in the hands of average humans. DR10 maybe with a "not v. enchanted weapons" Limitation.
__________________
Fred Brackin |
|
07-07-2015, 12:25 PM | #4 | |
Banned
Join Date: Aug 2004
|
Re: Modeling immunity to non-magical weapons
Quote:
|
|
07-07-2015, 12:35 PM | #5 |
Join Date: Jun 2013
|
Re: Modeling immunity to non-magical weapons
Ghostdancer explored this some a while back. The advantage in D&D was typically indicated as the wounds closing up instantly, so I'd probably go with a combination of Injury Tolerance: Damage Reduction and Regeneration, both with Bane: Magic -20%.
|
07-07-2015, 01:24 PM | #6 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Modeling immunity to non-magical weapons
Everyone and their grandmother has a magic weapon in D&D. I never considered it much of an advantage to anything but animal attacks and natural disasters.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
07-07-2015, 02:23 PM | #7 |
Join Date: Mar 2014
|
Re: Modeling immunity to non-magical weapons
If you go with the enough DR to negate any attack in the setting approach, you might also want to add a limited version of Injury Tolerance (No Head) since there is a critical hit result for attacks to the head that ignores DR.
Last edited by Andreas; 07-07-2015 at 02:29 PM. |
07-07-2015, 02:28 PM | #8 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
|
Re: Modeling immunity to non-magical weapons
You could do the Unkillable with the Achilles Heel being Magic (which includes both spells and enchanted weapons)
|
07-07-2015, 02:38 PM | #9 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Modeling immunity to non-magical weapons
In the game 'God Slayers', the trait is represented as such:
Insubstantial (Affects Substantial +100%, no Permeation -50%, Achilles heel -10%, Relexive +40%, Partial Change +50%) [184] It functions a good deal like infinite DR. The PC's do not seem to find it a particularly good deal, judging by who took it and who didn't. (we had 1 character take it full, one take it with limited uses, despite a massive 1000 point budget). The Achilles heel includes the trait itself and for the game you had to pick something like obsidian, bone, or silver. I haven't found it unbalancing at all. I'm aware this might not be raw, but its fairly close.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
07-07-2015, 03:03 PM | #10 | |
Join Date: Dec 2006
Location: Houston
|
Re: Modeling immunity to non-magical weapons
Quote:
This guy has the right of it. As soon as you say 'its an NPC' the discussion then becomes largely academic (unless of course you need a full work up for Ally/Enemy etc). Remember that you also need to tack down what you mean by 'enchanted' as in GURPS you can seperate the +1 bonus to hit and the +1 Bonus for damage. Nymdok |
|
|
|