03-02-2010, 09:26 AM | #11 | |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: DF: Power Ups at 400+ points
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03-02-2010, 09:49 AM | #12 | ||||
Join Date: Dec 2006
Location: Houston
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Re: DF: Power Ups at 400+ points
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62% * 50% = (roughly) 30% not counting Crits. Quote:
Sure there are other things you can buy, but that really wasnt what I was getting at. Quote:
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In retrospect, I suppose that because it will always take place in that 3-18 spread, the hit location penalties are probably best left alone as the 5 levels of DA compared to Eye/Chinc in armor, will Always be enough to shift your position on the Curve signifigantly. Oh well .... With that in Mind Azinc, I guess there really needent BE an upper limit at all on ANY skill. Simply apply more challenging Modifiers for Non-Combat skills and Bump Up the AD on the other side of the Screen for combat skills. Nymdok Last edited by Nymdok; 03-02-2010 at 09:53 AM. |
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03-02-2010, 10:36 AM | #13 |
Join Date: Aug 2005
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Re: DF: Power Ups at 400+ points
Why are you constantly measuring them against low skill opponents? At high skill levels it is the relative difference between the two skills that matters the most, not so much their absolute level. If you keep measuring them against average opponents sure they stop being a challenge, but isn't that the point about being truly great, you don't have to worry about the mundane average problems? |
03-02-2010, 10:41 AM | #14 |
Join Date: Dec 2006
Location: Houston
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Re: DF: Power Ups at 400+ points
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03-02-2010, 11:28 AM | #15 |
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
As blacksmith said, if you have a skill level that much higher than your opponent, you should be slaughtering them. AD 12 represents skill 18 for the defender vs Skill 25 or the attacker. That's not a fair fight to begin with.
I don't see where that's a real problem. DA is meant to be a way of neutralizing high defenses using your own high skill. The higher your skill, the more it will matter, as it's effectiveness scales with skill level. The key here is that you should be facing your opponents with similarly high skill levels or you're going to cut through them like a hot knife through butter - which is rather the point of having a high skill level.
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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 11:35 AM. |
03-02-2010, 11:53 AM | #16 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: DF: Power Ups at 400+ points
No . . . just until we release suitable splatbooks. :) Quite seriously, I can think of lots of soaks for points, well beyond anything in DF 1-10. However, we'll need time to write the books. Powers is your friend here, and can be used to create all kinds of totally impossible "epic" abilities. These would cost more points than spells or cinematic combat skills, but not cost FP or rely on skill rolls, and possibly create much more profound effects.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-02-2010, 12:17 PM | #17 |
Join Date: Mar 2006
Location: Lyon, France
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Re: DF: Power Ups at 400+ points
I'm not worried about finding challenges, I think I've got that covered now. At any skill level I could arrange a certain TPK kill that gave the impression the PCs had a chance or, more usefully, an event that appeared to threaten TPK but which the PCs will probably survive.
On the other hand if the template limits are strictly enforced I'm not worried about finding new ways for the PCs to spend their points. Divine powers, Chi powers, magic powers - there are many exciting options. I ask the question for two other reasons niche protection and variety versus specialization. Niche protection Dungeon Fantasy is all about niche protection. Without any limits the wizard will learn healing potentially invalidating the cleric and the Knight might increase his mobility until he's faster than the Swashbuckler (this latter almost happened in my game). Are the limits on the Clerics IQ and Power Investiture meant to keep the Cleric from learning very powerful spells (at one point per spell)? The wizard can achieve Level ~29 (magery 6 and Int 25). But the cleric's template and power ups limit him to ~18. Variety over specialization Kromm has said that in his Fantasy campaign there were no limits but fighters limited themselves to level 25 because they found brawling, thrown weapons, power blow and other things more useful and interesting. The limits of the published DF templates encourage sideways expansion over ever upwards. At first the knight in my group wanted more speed. Then he went for skill and then strength. In each case his min-maxing instincts inclined him to buy up to the limit and if there was no limit he might never have stopped. Thanks to the limits he has moved onto other things. Sword 25 and Targeted Attack Skull 21 is more interesting than Sword 26. So as Dungeon Fantasy reaches 400 points and above. How do we ensure niche protection? And to what extent, if at all, should we limit specialization to encourage variety?
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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, 12:20 PM | #18 |
Join Date: Mar 2006
Location: Lyon, France
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Re: DF: Power Ups at 400+ points
Does that mean a cleric can buy Power Investiture 6? Or would he be better to have some kind of Divine power made up by his infinitely creative Games Master?
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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, 12:22 PM | #19 | |
Join Date: Mar 2006
Location: Iceland*
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Re: DF: Power Ups at 400+ points
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Neither would break your game, I think, so go with the one that makes it the most fun.
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03-02-2010, 12:22 PM | #20 | ||
Join Date: Aug 2005
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Re: DF: Power Ups at 400+ points
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dungeon fantasy, kromm explanation |
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