03-02-2010, 06:10 AM | #1 |
Join Date: Mar 2006
Location: Lyon, France
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DF: Power Ups at 400+ points
My Dungeon Fantasy group has reached 400 points each. In places they have exceeded the templates: the Cleric has Power Investiture 6, the Knight Strength 24, The thief slightly exceeds the disadvantage limit and has reputation. Some of those excesses happened without my knowledge and others were with my consent. I also imposed a hard limit of 25 for skills, if I hadn't the Knight would have skill 40 or 50 by now. Also the fighters have been buying techniques from Martial Arts.
I'm now considering what are reasonable limits, are the DF1 templates+ DF3 power ups meant to limit the characters forever? In the 400-500 point region what are reasonable levels for: Magery, Power Investiture, skills ands so on. Should the players be able to buy attribute bonuses that aren't on their templates?
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"wars and storms are best to be read of, but peace and calms are better to endure" Jeremy Bentham |
03-02-2010, 06:33 AM | #2 |
Join Date: Aug 2005
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Re: DF: Power Ups at 400+ points
You are the GM, not anyone here, and there is no cannon answer. You are getting to the point levels were the character are superhuman, would you limit batman to a skill of 25 if you were running him with superman in the party?
They seem to be at the limit of the power level you will allow, and yet you keep giving them points. |
03-02-2010, 08:20 AM | #3 |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: DF: Power Ups at 400+ points
Since Kromm has said on these forums that DF was heavily influenced by his recent fantasy campaign Dawn of Magic, you might want to review this website for the first few hundred chapters, along with background and 4e character sheets (around the 500 point range) for most of the PCs, or Kromms blog for the later chapters.
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03-02-2010, 08:24 AM | #4 |
Join Date: Dec 2006
Location: Houston
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Re: DF: Power Ups at 400+ points
Its an interesting question!
Id hold Magery and PI at 6 untill you get this sorted out, and for what its worth, I dont really see a reason for these to go higher. Ive been considering a 'scaling system' to really let Gurps take off into the upper limits of Epic. Complete HOuse rule to be sure, but we're all sort of bound by the lvl 25 limit on skills (at least combat skills). For combat, one of the biggest problems with 25+ is that location penalties dont scale. At 25 even poking people in the armor chinks and eye slits poses no real challenge, its the opposing sides active defense that willl foil you. It seems reasonable in my head therefore that hit location penalties should be related (mathematically) to hit location to maintain some scale as one progresses but Im not sure what the numbers should be. If someone has an exceptionally high defese, it seems logical that hitting them in a specifc location may be higher than the current scheme suggests. Maybe something like AD/10 * Hit location penalty? This would allow you to go higher with the skills while still maintaing the challenge level that you have in mind. So if something has an AD of 20, the penalty to hit the Eyes woudl be at -20. THis would mean that to get a 25% chance to hit, Your players would need 10 to hit (50%) +20 for eye Penalty +20 to DA the Defense down to 10 from 20. (the other 50%) ---- 50 Skill That should open thigs up a bit, but It causes problems else where. Some of the Problems will be Devaluing Techniques, Over valuing Parry and Block (Getting a Dodge of 20 is tough, but for a cinematic game, not impossible with levels of enhanced defense) Nymdok |
03-02-2010, 08:31 AM | #5 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: DF: Power Ups at 400+ points
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The system already has mechanisms built in to deal with that problem. Deceptive Attack and Feint allow you to trade your own high skill to lower your opponents defenses. This means that 1) you can't go for the eye slits every strike when you're taking penalties to lower your opponents defenses and 2) high skill vs high defense tends to re-normalize itself anyway. So what high skill really buys you is the ability to target armor chinks or eye slits in mooks and single shot them; against the big boys you need to use a little more panache to take them out.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 03-02-2010 at 08:35 AM. |
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03-02-2010, 08:35 AM | #6 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: DF: Power Ups at 400+ points
Seems like they've become legendary-grade heroes. At this point I'd start to think about connecting them to to supernatural sources.
The Cleric could become a mortal avatar of his god (Demigod?). [Divine] The Warrior nears perfection and might gain a variant of Chi abilities, allowing him to empower his weapon and himself. [Chi?] The Thief would perhaps be empowered to move into the shadow realm, and vanish and reappear where he wished to* [Spirit] The truly epic heroes often had strange abilities, such as half-divine nature (Hercules), or possessed (possibly Gadget-Built) weapons such as Avalon and Excalibur (Avalon practically granting limited Immortality). Once they are splitting castle walls like paper is cut with "Caladbolg", and melting the stone with divine power they are ready to challenge the demon lords... or perhaps even the Madness Inducing horrors trying to claw their way into reality: The Elder Gods. -Or you could just retire the campaign. Anyhow getting from where they are up to this level is going to take quite awhile longer. *Mostly Suggesting Jumper or Insubstantality here, not Warp.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" Last edited by RedMattis; 03-02-2010 at 08:38 AM. |
03-02-2010, 08:46 AM | #7 | |
Join Date: Dec 2006
Location: Houston
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Re: DF: Power Ups at 400+ points
Quote:
at skill 25 to the Eyes 25 -10(to the eyes) = 15 -4 (2 levels of DA) About 25% vs AD of 12 Comapred to 25 - 14 (7 levels of DA) At skill 50 to the Eyes 50 - 10 (To the Eyes) = 40 - 30 (15 levels of DA) 50 - 40 (20 levels of DA) At higher and Higher skills, the hit location becomes less and less of a factor (relatively speaking) by removing MOST of the ability to DA at skill 25 and 1/4th of it at lvl 50. I was sort of looking for a way to keep those hit location modifiers a bit more 'in play'. Keep in mind, Im not really asserting this as an alternative at this time, just trying to spitball some ideas that may help with Azincs problem. Nymdok |
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03-02-2010, 08:59 AM | #8 | |
Join Date: Aug 2005
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Re: DF: Power Ups at 400+ points
Quote:
So sure you can hit joe schmoe in the eye, but a skilled opponent you will want to go for an easier target so you can get through their defenses better. |
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03-02-2010, 09:08 AM | #9 | |
Join Date: Mar 2006
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Re: DF: Power Ups at 400+ points
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Or maybe this is when the PCs wake up in their neuro-link stasis chambers and realize that this whole time the campaign had been a computer-generated fantasy and they are 100-point convicts in a 22nd-century cyber prison... and now have to figure out why they woke up and where everyone else is... |
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03-02-2010, 09:14 AM | #10 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: DF: Power Ups at 400+ points
Quote:
Effective Skill 11 vs Defense 8. 62% attack vs 25% defense, real hit probability of 46%. Skill 50 is an extreme silly example. That represents over 100 points in one skill; there are a LOT of things you can buy for over 100 points that represent some serious whoop-ass. Skill 10 vs defense 13. Real hit probability 8%. Skill 10 vs defense 8 (28 - 20). Real hit probability 36%. In every example you've cited, assuming same skill level for attack and defender, you're far better off going for a straight DA than an Eye Slit + DA. Yes, the chances of successfully performing an Eye attack are a little higher than if you'd started out with a Skill 15 and tried the same thing, but they're not that great a chance of success.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 03-02-2010 at 09:19 AM. |
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dungeon fantasy, kromm explanation |
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