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Old 09-21-2016, 09:47 PM   #21
Dragondog
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by kmunoz View Post
"Cabbage" is what we used to call the bits of torn paper on the edges of a sheet that's been pulled from a spiral bound notebook. So by "cabbagey" I mean "messy," and by "messy" I mean "confusing."

I'd much rather see the stat block as:

ST-----HP-----Speed
DX-----Will-----Move
IQ-----Per-----SM
HT-----FP
Dodge-----Parry-----DR

...as it is in DF9-Summoners and elsewhere. It's cleaner and easier to read. Not cabbagey.
I've used a stat block very similar to the one used for Glibtongue for I don't know how many years, as I do all my character sheets in Word and this is much simpler and cleaner imo.


Quote:
Originally Posted by ericbsmith View Post
Did notice that there doesn't appear to be an "Elf" template bonus like there used to, instead racial templates apparently just add some traits to the character, and those traits are treated like any other traits the character has. This is cool, and makes things easier for newbies.
I've always listed individual racial traits on my character sheet, instead of just Elf [15]. It's much easier to remember what you actually can do that way.

So I really like the new character sheet layout.
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Old 09-21-2016, 10:14 PM   #22
kmunoz
 
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

So it's clear I'm suggesting the following format (I couldn't figure out how to do it in my previous post):

Code:
ST        HP      Speed
DX        Will    Move
IQ        Per
HT        FP      SM
Dodge     Parry   DR
And, again, this just comes from the standard bestiary stat block that was adapted in Summoners to work on templates as well.
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Old 09-21-2016, 10:32 PM   #23
PK
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

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Originally Posted by ericbsmith View Post
does the Millenium Falcon now cost the same as a regular Composite Bow
Unlikely to come up, as there are no spaceships on the gear list in Adventurers. :)

#deliberatelyunhelpfulresponse
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Old 09-21-2016, 10:48 PM   #24
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Seeing 249 points made me twitch. What kind of sadistic GM would *do* that to his players? Fortunately I saw the explanation of trading points for cash. That bow is expensive, but the expense plays into its value as a power item, so not bad.

I like the character format. It does use extra space, but as GURPS is now a 90% PDF game, we need to get over thinking so much in terms of page count. A little more whitespace is free, unless you actually print the book out, which is now the exception rather than the rule.
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Old 09-21-2016, 11:52 PM   #25
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by PK View Post
Unlikely to come up, as there are no spaceships on the gear list in Adventurers. :)

#deliberatelyunhelpfulresponse
No, but you could easily spend tens of thousands on a weapon or piece of armour.

For the record, I use your house rules for SG/starting cash for all of my games so I hope it's something similar.

http://www.mygurps.com/h_money.html?p=ih&v=0
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Old 09-22-2016, 01:36 AM   #26
Dragondog
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by kmunoz View Post
So it's clear I'm suggesting the following format (I couldn't figure out how to do it in my previous post):

Code:
ST        HP      Speed
DX        Will    Move
IQ        Per
HT        FP      SM
Dodge     Parry   DR
And, again, this just comes from the standard bestiary stat block that was adapted in Summoners to work on templates as well.
I think the format you suggested was clear in your original post. And as you say, that format isn't new. I just prefer the stat block format PK used on the character sheet he posted.
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Old 09-22-2016, 03:00 AM   #27
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by Owen Smith View Post
The existing 4E Signature Gear rule makes perfect sense to me. If one point gets me any piece of equipment, I'll take the USS Nimitz please. Having it done by equipment cost makes it easy to work out what makes sense.
One point doesn't give you any equipment — one point gives plot protection to a piece of equipment you have already purchased out of your normal Starting Wealth.
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Old 09-22-2016, 03:09 AM   #28
corwyn
 
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by Owen Smith View Post
The existing 4E Signature Gear rule makes perfect sense to me. If one point gets me any piece of equipment, I'll take the USS Nimitz please. Having it done by equipment cost makes it easy to work out what makes sense.
Does it? The main complaint that I have heard is that SG is more efficient in that you get 5x value (50% average campaign wealth/point vs. 10%) AND you get plot protection on your item as well.

In fact, it is such a bad deal, that DF 1 made them grant the same amount. Annoyingly, this hasn't found it's way to a general rule change that I know of.
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Old 09-22-2016, 03:39 AM   #29
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

I'm pretty sure Signature Gear has been changed as per PK's house-rules, which was made an official rule in After the End. As others have noted, 1 point per item to provide plot protection, but you still have to pay for the item normally.

My question: does a suit of armour count as an item, or does each armour component count separately? My guess, for simplicity, is the former.
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Old 09-22-2016, 05:13 AM   #30
kmunoz
 
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Default Re: Designer's Notes for the Dungeon Fantasy RPG bonus content

Quote:
Originally Posted by Dragondog View Post
I just prefer the stat block format PK used on the character sheet he posted.
What advantage do you find in that format?
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