10-25-2013, 10:54 PM | #11 |
Join Date: Aug 2008
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Re: Pyramid #3/60: Dungeon Fantasy III
I'll start with, "I LOVE IMBUEMENTS!" and continue that I found Kromm's intro to the beastmaster a really fun and interesting read. More people need to read that discourse on the concepts behind Dungeon Fantasy. Then I'll say that I really need to give the issue a proper reading, so I can better comment.
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10-26-2013, 06:48 AM | #12 | |||
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Pyramid #3/60: Dungeon Fantasy III
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On the new techniques, they modify certain Imbuement Skills, and you need no extra rolls. Same as the ones in Dungeon Fantasy 11: Power-Ups, so I don't really see what confuses you. Can you elaborate please? Quote:
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I wish PK had managed to squeeze Mighty Blow in. I assume the issue was overfilled, though, and not having written it, I could not in good conscience include it in my article. I missed Murphy's Rules in this issue, but I understand that it was probably first in the chopping block... |
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10-26-2013, 06:52 AM | #13 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Pyramid #3/60: Dungeon Fantasy III
I'm really curious about this one. But I already have my own random trap tables that I made up for my own game, so I'm not sure I need it. How much detail does it go in to, and what do the tables generate?
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
10-26-2013, 07:09 AM | #14 |
Join Date: Aug 2008
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Re: Pyramid #3/60: Dungeon Fantasy III
Enough that glossing over it really didn't give enough info to judge or fully grok it. That's first on my list for the proper read-through. DF needs traps!
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10-26-2013, 08:29 AM | #15 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/60: Dungeon Fantasy III
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I did figure it out, just took a bit as I am not used to the format as I dont actually play or run DF.
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10-26-2013, 09:37 AM | #16 | |
Join Date: Aug 2004
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Re: Pyramid #3/60: Dungeon Fantasy III
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Unrelated: A hidden gem in the traps! Combustion potions! Hot (heh) damn, gotta get some of those!
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10-26-2013, 09:57 AM | #17 | |||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/60: Dungeon Fantasy III
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I put niggly-bits into everything I do. I put some doozy's in previous articles that haven't even been found, or if they have, no one has said anything. ;-)
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10-26-2013, 10:27 AM | #18 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Pyramid #3/60: Dungeon Fantasy III
Yes, and my DF game already has traps, and I have a system for randomly or not-randomly generating traps. I'm trying to find out enough information to know if this will be useful to me - right now, it just sounds like someone else's take on what I've got down as a fully solved need. :)
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
10-26-2013, 10:36 AM | #19 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/60: Dungeon Fantasy III
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10-26-2013, 10:37 AM | #20 |
Join Date: May 2008
Location: CA
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Re: Pyramid #3/60: Dungeon Fantasy III
Well, it's got 5 trap types (Alchemical, Poison, Mechanical, Magic, and Tricks), each with their own Detection and Disarm skills, 6 different trigger mechanisms, 7 trap qualities, 4 types of 'numbers of shots', 4 rearmament options, and a 'stealable' option.
There are 12 specific types of alchemical traps, 6 poison traps, 5 mechanical traps (with a lot of subtypes), 12 types of magical traps (with some subtypes) and 3 kinds of 'tricks'. It's pretty extensive and awesome. It just needs something to help automate it! What kind of stuff was left out? It seems like a pretty full article already! |
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dungeon fantasy, pyramid 3/60, pyramid issues |
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