Re: Pyramid #3/50: Dungeon Fantasy II
I absolutely don't see a problem with Alternate Form (One specific kind of demon). I don't really see much problem with full fledged Shapeshifting either - you're limited by the point pool, and the player just can't make them up - that's the Improvised Forms enhancement. It's fundamentally gated by the GM, who decides what's a valid demon in his game, and what isn't.
For what it's worth, I extend the ability for druids to include adding various elemental lenses onto animal templates, and to shapeshift into dire animals, and so forth. A grizzley bear is just so much grist for a dragons mill, after all. |
Re: Pyramid #3/50: Dungeon Fantasy II
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And where can I see stats for Dire Animals? |
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Even in a game where there are many many many kinds of demon, the player cannot abuse the power by saying "I need to shapeshift into a demon who is just like a human, but has +10 ST." Unless the GM agrees that there is a demon who is just like a human, but has +10 ST, that's not something he can shapeshift into. He cannot make up demons to shapeshift into just because there are infinite varieties of demon. Or to put it another way, you can put restrictions and bounds on infinity without it becoming finite. That's one of the wonderful things about infinity :) So even in a cosmology like D&D's where the Abyss is infinite and the variety of demons is infinite, all demons are Always Chaotic Evil. For example. |
Re: Pyramid #3/50: Dungeon Fantasy II
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There are Dire Wolves in DF 2, and GURPS Fantasy has some guidelines for making giant animals. So does GURPS Horror. My usual rule of thumb is x1.5 ST, x1.75 HP, and +1-3 DR for every +1 SM, and I quickly add Spikes or even an Impaling Aura attack to them (I like D&D 3e style dire animals with big bony spikes and plates, because it makes them tougher against adventurers). Consider adding lenses, upgrading cutting attacks to impaling, or giving them extra heads just for fun. |
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