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Old 02-22-2018, 10:05 AM   #11
sir_pudding
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Default Re: Difficult monsters

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Originally Posted by mlangsdorf View Post
Dragons: You can shoot a magic-using one in the eye with a meteoric iron arrow.
AFAICT, these still aren't things.
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Old 02-22-2018, 10:29 AM   #12
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Default Re: Difficult monsters

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Originally Posted by sir_pudding View Post
AFAICT, these still aren't things.
Adventurers, pg 106.

Meteoric Iron can be applied to any metal weapon for +19CF. It doesn’t prohibit projectiles, so there is no reason you can’t have meteoric arrowheads.
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Old 02-22-2018, 11:32 AM   #13
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Default Re: Difficult monsters

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Originally Posted by Icelander View Post

Delvers are effectively spelunkers or cavers who also expect to fight monsters.
Although being tethered to somebody else in a raging melee isn't ideal. ;) If the lines are short and almost taut, you'll have a lot of jerking around to deal with; I'd treat that as -2 to DX (and thus -2 to combat skills and -1 to defenses), the same as bad footing or a minor distraction, on any turn during which any ally steps or retreats. If the lines are long and slack, you'll have trip-ropes underfoot and have to make the usual DX-2 rolls every turn to avoid falling down. I'd never let it be consequence-free, though . . . it's got all the hallmarks of being a terrible idea in a fight.
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Old 02-22-2018, 11:39 AM   #14
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Default Re: Difficult monsters

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Originally Posted by Kromm View Post
Although being tethered to somebody else in a raging melee isn't ideal. ;) If the lines are short and almost taut, you'll have a lot of jerking around to deal with; I'd treat that as -2 to DX (and thus -2 to combat skills and -1 to defenses), the same as bad footing or a minor distraction, on any turn during which any ally steps or retreats. If the lines are long and slack, you'll have trip-ropes underfoot and have to make the usual DX-2 rolls every turn to avoid falling down. I'd never let it be consequence-free, though . . . it's got all the hallmarks of being a terrible idea in a fight.
In GURPS, the Sure-Footed and Teamwork Perks sound like they could reduce or eliminate some of these penalties.

Does DFRPG have some options for close-knit delvers?
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Old 02-22-2018, 12:16 PM   #15
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Default Re: Difficult monsters

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Originally Posted by Kromm View Post
Although being tethered to somebody else in a raging melee isn't ideal. ;) If the lines are short and almost taut, you'll have a lot of jerking around to deal with; I'd treat that as -2 to DX (and thus -2 to combat skills and -1 to defenses), the same as bad footing or a minor distraction, on any turn during which any ally steps or retreats. If the lines are long and slack, you'll have trip-ropes underfoot and have to make the usual DX-2 rolls every turn to avoid falling down. I'd never let it be consequence-free, though . . . it's got all the hallmarks of being a terrible idea in a fight.
Hmmm... if everyone has Quick Release Backpakcs and are 'secured' to one another via the packs, then that could pretty easily mitigate the 'tied together' penalty reducing it to only "slack ropes and packs littering the floor, -2 to attack, -1 defense for bad footing".
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Old 02-22-2018, 01:06 PM   #16
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Default Re: Difficult monsters

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Originally Posted by evileeyore View Post
Hmmm... if everyone has Quick Release Backpakcs and are 'secured' to one another via the packs, then that could pretty easily mitigate the 'tied together' penalty reducing it to only "slack ropes and packs littering the floor, -2 to attack, -1 defense for bad footing".
Oooh, I love all this creative analysis, very clever.

(Be careful evileeyore, your nearing high munchkinism ;-).)
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Old 02-22-2018, 01:09 PM   #17
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Default Re: Difficult monsters

It isn't that munchkin . . . It certainly makes it easier for some nuisance monster to sneak in and steal all the backpacks during the fight. Plus I love the idea of an absorptive jelly that's eaten a gnome with Widget-Worker just detaching the pack as it absorbs someone. ;)
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Old 02-22-2018, 01:12 PM   #18
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Default Re: Difficult monsters

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Originally Posted by evileeyore View Post
Hmmm... if everyone has Quick Release Backpakcs and are 'secured' to one another via the packs, then that could pretty easily mitigate the 'tied together' penalty reducing it to only "slack ropes and packs littering the floor, -2 to attack, -1 defense for bad footing".
I just like the visual of coordinating this.
Beastie "roar!"

Party collectively turns sideways, takes a half-step back and hits the release on their packs *thump* *thump* *thump* *thump* *thump* *thump*.

Torchbearer Tod "I'll watch the pack chain."
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Old 02-22-2018, 01:32 PM   #19
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Default Re: Difficult monsters

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Originally Posted by Kromm View Post
It isn't that munchkin . . . It certainly makes it easier for some nuisance monster to sneak in and steal all the backpacks during the fight. Plus I love the idea of an absorptive jelly that's eaten a gnome with Widget-Worker just detaching the pack as it absorbs someone. ;)
Touche, that's even more clever.

At first, this went totally over my head until I looked up the specifics.

Let me clarify for anyone else who missed the subtleties.

A Widget-Worker is skilled at disassembling mechanisms. An absorptive jelly can assume a victim's abilities. Therefore, the jelly would then have the ability to detach the backpack of future victims it engulfs at the moment the party tries to pull the victim out via the tether.

Can we upgrade Jellies who do this to truly evil? ;-)
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Old 02-22-2018, 01:51 PM   #20
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Default Re: Difficult monsters

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A Widget-Worker is skilled at ... mechanisms. An absorptive jelly can assume a victim's abilities. Therefore...
... it absorbs your flesh and makes a clockwork toy out of your bones and surviving equipment.
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