09-12-2010, 05:34 PM | #11 |
Join Date: Sep 2004
Location: Canada
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Re: Fan Dungeon for GURPS DF now Up
But not particularly good for getting past defenses. There's no extra skill "buffer" for Deceptive Attack, and at skill 14 they'll only be able to feint their way past the wizard or thief, not any of the actual fighting characters.
90% chance to force the character to make a defense roll, with a ~40% chance of the character failing the defense roll = 36% chance of hitting with the ax. Meanwhile a knight with a 20 starting skill (or thereabouts, possibly much higher!) can knock 2 off that defense of 9 it has, meaning it only defends on a 7 or less. 98% chance to hit, 83% chance of bypassing active defenses = 82% chance to connect and do damage and probably take the poor hairy brute out. They've gotta have decent damage, or they can't do anything effective at all.
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09-12-2010, 05:58 PM | #12 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Fan Dungeon for GURPS DF now Up
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Let me put it another way. One? He's a pushover. Two? Piece of cake. Four? They'll do some damage. Six? They'll take out some characters. And they'll probably hear the fighting with the orcs in the previous room. (Really, you should be addressing the likelihood of this happening, as well as the lighting. The orcs and bugbears will keep things dark.) |
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09-12-2010, 07:13 PM | #13 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Fan Dungeon for GURPS DF now Up
Maybe it's just the groups I've played in, but a typical Scout or Thief is going to have a Dodge of 10+, so a retreating Dodge is a 13. The Wizard with his Staff-14 has a Parry of 12, retreating again for a 13. The cleric with Shield-14 and a Medium shield has a Block of 12, retreating again for a 13.
These bugbears are worrisome, but if you're a 250 point DF template and these guys get through your defenses, you're doing something wrong. Admittedly, my experience is with 5-6 person parties, but that's the usual size of my face to face and online groups. I'd expect to see a Knight up front, defending against 2-3 of these guys at a time (Block, and 2 parries with weapon master) probably assisted by the Cleric, with the Thief and Wizard picking up any flankers. Meanwhile, the Scout is dropping or disabling a Bugbear each round. So it's a bit high risk, but even direct hit shouldn't kill anyone. Everyone in DF should have DR3+ (Leather + Fortify 1 is cheap) and no one should have less than 10 HP, so a 15 point average hit is 18 injury - owch, but a pair of Major Healings from the Cleric fixes that. |
09-12-2010, 07:42 PM | #14 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Fan Dungeon for GURPS DF now Up
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09-12-2010, 11:31 PM | #15 | |
Join Date: Feb 2007
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Re: Fan Dungeon for GURPS DF now Up
Thank you very much everyone for your useful observations. I will continue to watch this conversation very carefully.
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As I also say "The adventure is designed for a party who are proceeding carefully and cleverly, and PC point value may be less important than PC cunning. The dungeon can be dangerous indeed, and while it is not intended to be a “killer” dungeon, death may come easily to those with more bravado than prudence." Dangers like the Blood Axe Bugbears are intended to give the PCs an opportunity to be clever and resourceful. That isn't to say that you are wrong in saying that they are too tough - I'm just explaining the approach I took.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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09-12-2010, 11:38 PM | #16 |
Join Date: Feb 2007
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Re: Fan Dungeon for GURPS DF now Up
Lots of great catches Rasputin!
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
09-12-2010, 11:45 PM | #17 | ||||
Join Date: Feb 2007
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Re: Fan Dungeon for GURPS DF now Up
Thank you for your kind encouragement. :)
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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09-13-2010, 05:12 AM | #18 |
Join Date: Sep 2004
Location: Canada
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Re: Fan Dungeon for GURPS DF now Up
Ignoring the benefits of the Shield and Armor spells when computing average DR and defenses seems a bit off. Both the cleric and the wizard can learn them and cast them on any or all members of the party - just a +1 to DR and defenses is pretty cheap, and they're pretty popular in my experience.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
09-13-2010, 02:42 PM | #19 |
Join Date: Feb 2009
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Re: Fan Dungeon for GURPS DF now Up
I find people like Haste a lot, improves dodge and init both
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09-13-2010, 09:33 PM | #20 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Fan Dungeon for GURPS DF now Up
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Tags |
adventure, adventures, dungeon, dungeon fantasy, gurps dungeon fantasy |
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