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-   -   Pyramid #3/50: Dungeon Fantasy II (https://forums.sjgames.com/showthread.php?t=101359)

Kromm 12-14-2012 11:25 AM

Pyramid #3/50: Dungeon Fantasy II
 
Sneakin' and scoutin'
Hackin', slashin', and killin'
And of course lootin'
— Ancient dwarvish haiku
Did you like Pyramid #3/36: Dungeon Fantasy? Do you need more templates and power-ups and dungeons and gear? If you said no, then get out of here, maggot! This issue is for monster-slaying, swag-hunting heroes, not pansy elves. Because more is always better, e23 presents Pyramid #3/50: Dungeon Fantasy II.
  • Remember when dwarves were dwarves, pansy elves were pansy elves, and nobody needed to join silly professional associations run by humans to go out and stick sharp pieces of metal in orcs? If you do, then Races as Professions is for you.

  • Do you use GURPS Dungeon Fantasy 9: Summoners but find your demonologists and necromancers getting bored when they have no demons or undead to play with? Dark Summonings provides lenses to loosen up their niches a bit, along with new multi-profession lenses and a playable bloodsucking race with a vested interest in the Dark Side.

  • Those of you playing a saint or a warrior-saint (see Pyramid #3/36) will love Saintly Power-Ups. But here's a secret: This article doesn't just expand saints – it opens up the entire system of GURPS Powers: Divine Favor, with levels of Divine Favor past 16, new traits for paragons, and the ultimate godly power of History-Shaping Miracles!

  • What do you get if you take normal dungeons and stretch out the corridors from yards to miles? Super Dungeons, of course! In this month's Eidetic Memory, David Pulver not only explains how to justify and use these constructions in a game, but also provides an example (with a map!) for you to drop into your existing campaign.

  • GURPS Dungeon Fantasy 13: Loadouts made the tedious task of assigning equipment so much faster and easier . . . but since its release, later supplements have added the mentalist, while Pyramid has added the demolisher, justiciar, monster slaver, musketeer, and mystic knight. It's time for Matt Riggsby to give us More Dungeon Fantasy Loadouts, right? Right.

  • The pajama-wearing stars of GURPS Dungeon Fantasy 12: Ninja hogged all the spotlight time (ironic for a bunch of guys who dress like bunraku puppeteers, neh?), relegating the less-flashy assassin to a mere box. After numerous death threats, Peter Dell'Orto came back to give us Power-Ups for Assassins. With plenty of boons, including seven new perks useful for any quiet killer, it's safe (heh-heh) to say that there's no longer a contract on his head.

  • To balance out the serious article above, Peter also delivered a Dungeon Fantasy Monsters-style take on a couple of Snowmen. Go ahead, let your players laugh and crack Rankin/Bass jokes . . . it'll just make the GM's smile all the more satisfying when the delvers' ho-ho-hot blood spills across the tundra.

  • And our final gifts to you are this month's usual features, including a Random Thought Table that contrasts consistency against massive change, an Odds and Ends FROM HELL, and a Murphy's Rules that pulls those loose cannon back in line.
PK & Kromm

Humabout 12-14-2012 12:35 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
~looks for his debit card~

jacobmuller 12-14-2012 01:28 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Humabout (Post 1492109)
~looks for his debit card~

When you find it, subscribe, I've had my doubts but, it pays off in the long run.

As for 50th Issue:
Wow, four+ years...
my favourite articles were mostly in issue 34; full of easy to understand adjustments. Deadly Spring and Action Points/ Painful Recovery were good but harder to use.

Humabout 12-14-2012 01:49 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by jacobmuller (Post 1492128)
When you find it, subscribe, I've had my doubts but, it pays off in the long run.

You have a point, sir.

Quote:

Originally Posted by jacobmuller (Post 1492128)
As for 50th Issue:
Wow, four+ years...
my favourite articles were mostly in issue 34; full of easy to understand adjustments. Deadly Spring and Action Points/ Painful Recovery were good but harder to use.

I'm actually more of the opinion that Deadly Spring and Action Points are among my favorite additions via pyramid. But boy do I love me some DF yumminess!

Kuroshima 12-14-2012 03:33 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Kromm (Post 1492083)
  • Remember when dwarves were dwarves, pansy elves were pansy elves, and nobody needed to join silly professional associations run by humans to go out and stick sharp pieces of metal in orcs? If you do, then Races as Professions is for you.

Very neat article, now we need that for every race ;) My only issues with them, is that, with most of the racial power-ups already taken, and with little in the way of professional power-ups, compared to other templates, they may lack growth potential, and eventually feel stale. That's more of an issue for dwarves than it is for elves, because as elves try to do everything, they are seldom lacking in places to put points in. Still, my experience is that generalists don't do that well in DF, at least not if the opposition is gauged against the non-generalists, who, in DF tradition, twink and munchkin the hell out of their characters. Multiclassing is always an option, but see above for what issues I have with trying to be a jack of all trades...
Quote:

  • Do you use GURPS Dungeon Fantasy 9: Summoners but find your demonologists and necromancers getting bored when they have no demons or undead to play with? Dark Summonings provides lenses to loosen up their niches a bit, along with new multi-profession lenses and a playable bloodsucking race with a vested interest in the Dark Side.

I find these variants much more interesting than the originals. My only issue is that I would have included the spells in the Onyx Path in Magical Styles as options for both templates.
Quote:

  • Those of you playing a saint or a warrior-saint (see Pyramid #3/36) will love Saintly Power-Ups. But here's a secret: This article doesn't just expand saints – it opens up the entire system of GURPS Powers: Divine Favor, with levels of Divine Favor past 16, new traits for paragons, and the ultimate godly power of History-Shaping Miracles!

I can't provide unbiased commentary here ;)
Quote:

  • What do you get if you take normal dungeons and stretch out the corridors from yards to miles? Super Dungeons, of course! In this month's Eidetic Memory, David Pulver not only explains how to justify and use these constructions in a game, but also provides an example (with a map!) for you to drop into your existing campaign.

Very good article, though maybe the weakest of the bunch. Tries to cover too much ground. I would have either focused more on the sample super-dungeon, or provided more advice on creating your own super dungeons.
Quote:

  • GURPS Dungeon Fantasy 13: Loadouts made the tedious task of assigning equipment so much faster and easier . . . but since its release, later supplements have added the mentalist, while Pyramid has added the demolisher, justiciar, monster slaver, musketeer, and mystic knight. It's time for Matt Riggsby to give us More Dungeon Fantasy Loadouts, right? Right.

I didn't use Loadouts, because the supplement was out way after my characters looked like xmass trees laden with glowing magic items and top notch gear. Still, I find them very well written and potentially very useful. The Pyramid templates were lacking them, so that's now fixed!
Quote:

  • The pajama-wearing stars of GURPS Dungeon Fantasy 12: Ninja hogged all the spotlight time (ironic for a bunch of guys who dress like bunraku puppeteers, neh?), relegating the less-flashy assassin to a mere box. After numerous death threats, Peter Dell'Orto came back to give us Power-Ups for Assassins. With plenty of boons, including seven new perks useful for any quiet killer, it's safe (heh-heh) to say that there's no longer a contract on his head.

I would have added some sort of special "death blow" unique technique, or something expensive. Other than that, it's what I would have written, only done with much greater skill.
Quote:

  • To balance out the serious article above, Peter also delivered a Dungeon Fantasy Monsters-style take on a couple of Snowmen. Go ahead, let your players laugh and crack Rankin/Bass jokes . . . it'll just make the GM's smile all the more satisfying when the delvers' ho-ho-hot blood spills across the tundra.

Makes me want DFM2 even more ;)
Quote:

  • And our final gifts to you are this month's usual features, including a Random Thought Table that contrasts consistency against massive change, an Odds and Ends FROM HELL, and a Murphy's Rules that pulls those loose cannon back in line.
PK & Kromm

Not a fan of RTT normally, but the platonic ideal things would do for a very tongue in cheek game, I'll shelve it for future use for sure... The explosive advancement section suits shorter campaigns than what I'm used to, so I will get less use out of it.
I think that we should start mining Munchkin for ideas on prefixes and suffixes for monsters, unless the IP owner objects... 8P

Peter V. Dell'Orto 12-14-2012 05:34 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Kuroshima (Post 1492186)
I would have added some sort of special "death blow" unique technique, or something expensive.

I considered something like that, but I didn't want to step on the Master of Death version of the ninja's toes, cross over too much into Swashbuckler and their special blows, and the Hand of Death that martial artists get.

It would have been nice if I found something really expensive that was worth the cost, but I really just didn't have a good idea for one.

Quote:

Originally Posted by Kuroshima (Post 1492186)
Other than that, it's what I would have written, only done with much greater skill.

Makes me want DFM2 even more ;)

Thanks.

And me too!

Greg 1 12-17-2012 10:38 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Oh man!

I just saw this. I haven't read the articles yet, but this issue of Pyramid jumps out immediately as a must have.

I can't wait to read this one! :)

Carlos 01-15-2013 03:14 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Kuroshima (Post 1492186)
Makes me want DFM2 even more ;)

Me too. Dungeon Fantasy Monsters 2 (and so on...) would be awesome.

The Dark Summoning Article made a great job to turn Necromancers and Demonologists more appealing. Before this upgrade, Necromancers and Demonologists were just Pokemon Masters, controling their pet while doing nothing else. Deathbolt seems awesome (and I can imagine a gruesome flying-skull). And to build a Death Knight (a Knight with necromatic powers) is cool.

But why Infernal Diabolists doesn't have Shapeshifting (Demon)?

Pomphis 01-16-2013 04:09 AM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Because there is an almost infinte number of completely different demons ?

Carlos 01-17-2013 07:28 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Pomphis (Post 1507859)
Because there is an almost infinte number of completely different demons ?

Really? Where they are? Which book?

In any case, I don't think there are more demons than vertebrates, which can be shapeshifted by druids. I think that one, may two demons forms were already good enough: the devil kin and the standard demon, from DF Summoners..

Refplace 01-17-2013 09:28 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Carlos (Post 1508701)
Really? Where they are? Which book?

In any case, I don't think there are more demons than vertebrates, which can be shapeshifted by druids. I think that one, may two demons forms were already good enough: the devil kin and the standard demon, from DF Summoners..

There was a random demon generator table somewhere...

Christopher R. Rice 01-17-2013 09:41 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Refplace (Post 1508751)
There was a random demon generator table somewhere...

Monster Hunters 3. Excellent tables those. They'd need to be adapted to DF though.

sir_pudding 01-17-2013 09:44 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Refplace (Post 1508751)
There was a random demon generator table somewhere...

Magic has one as well doesn't it? Certainly Grimoire did.

Refplace 01-17-2013 09:55 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by sir_pudding (Post 1508756)
Magic has one as well doesn't it? Certainly Grimoire did.

Grimoire sounds right. I thought it was in Magic but did not find it so left it as "somewhere" but recall it from Third Edition.

Bruno 01-18-2013 05:57 AM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Carlos (Post 1508701)
Really? Where they are?

In Hell, presumably.

Quote:

Originally Posted by Carlos (Post 1508701)
Which book?

GURPS Magic, DF 2, DF 9, DF Monsters 1, Hellsgate, and MH 3 are good starts. And of course you can slap some of the lenses from DF Monsters 1 onto just about anything to make more demons.

Quote:

Originally Posted by Carlos (Post 1508701)
In any case, I don't think there are more demons than vertebrates, which can be shapeshifted by druids.

Which book are all the vertebrates in, again? :D

Michael Thayne 01-18-2013 06:25 AM

Re: Pyramid #3/50: Dungeon Fantasy II
 
GURPS: Horror also has demons in it.

Mailanka 01-18-2013 06:40 AM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Pomphis (Post 1507859)
Because there is an almost infinte number of completely different demons ?

That's an assumption. It doesn't have to be the case.

Peter V. Dell'Orto 01-18-2013 08:25 AM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Bruno (Post 1508886)
GURPS Magic, DF 2, DF 9, DF Monsters 1, Hellsgate, and MH 3 are good starts. And of course you can slap some of the lenses from DF Monsters 1 onto just about anything to make more demons.

The suffix, "from Hell" in this very Pyramid magazine will let you turn anything into a demon.

Carlos 01-18-2013 04:18 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
So a Shapeshifting spell to change into a demoniac form (for example, the Standard Demon from DF Summoners) would be fine?

Refplace 01-18-2013 04:31 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
The main problem with shapechanging into a demon is point balance.
Animals are pretty limited in scope but demons not so much.

Bruno 01-18-2013 05:20 PM

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.

Carlos 01-18-2013 06:19 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Refplace (Post 1509103)
The main problem with shapechanging into a demon is point balance.
Animals are pretty limited in scope but demons not so much.

I don't see your point here. What is the point-balance problem?

Quote:

Originally Posted by Bruno (Post 1509128)
...and the player just can't make them up - that's the Improvised Forms enhancement.

Sorry, I didn't get it.

Quote:

Originally Posted by Bruno (Post 1509128)
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.

Looks good. Can you give some examples?
And where can I see stats for Dire Animals?

Bruno 01-18-2013 07:06 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Carlos (Post 1509142)
Sorry, I didn't get it.

For example, a character with 100 points in his Shapeshifting pool.

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.

Bruno 01-18-2013 07:11 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Carlos (Post 1509142)
Looks good. Can you give some examples?
And where can I see stats for Dire Animals?

I need to go to sleep, so I will have to handle these tomorrow after my trip (or while stuck in the airport) but I like the idea that not all elementals have to look like versions of humans. A quick way to make an elemental animal is to apply an appropriate Body Of metatrait to the animal. You can also play around with the options in DF Allies, DF Summoners, and the lenses in DF Monsters 1.

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.

Dammann 01-18-2013 11:36 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Carlos (Post 1509142)
And where can I see stats for ... Animals?

Try here.

Bramble Thorn 01-20-2013 02:25 AM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Kromm (Post 1492083)
Because more is always better, e23 presents Pyramid #3/50: Dungeon Fantasy II.

This needs a Pyramid tag on e23.

PK 01-20-2013 03:55 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Bramble Thorn (Post 1509544)
This needs a Pyramid tag on e23.

Huh, it does. Thanks!

Steven Marsh 01-20-2013 04:22 PM

Re: Pyramid #3/50: Dungeon Fantasy II
 
Quote:

Originally Posted by Bramble Thorn (Post 1509544)
This needs a Pyramid tag on e23.

And now it has one fnord.


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