Pyramid #3/60: Dungeon Fantasy III
Is it possible to get enough GURPS Dungeon Fantasy? Pfff . . . can a dwarf have too much gold? Can a munchkin have too much power? I think not! That's why e23 brings you Pyramid #3/60: Dungeon Fantasy III. Let's look at what's in the chest this time:Heroic bow-shots
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Re: Pyramid #3/60: Dungeon Fantasy III
I believe I was channeling the collective consciousness when I wrote the Mystic Knight. I really didn't want to beat you to it, Kromm. Then again, I suppose it was a surprise when you saw my (horrid) first draft with something similar to what you had in mind.
Did you know, when you wrote the designer notes, that I was going to publish Mystic Power-Ups in this issue? |
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I wonder how the spellsword would have ended up had you written it though... Oh, and the beast master looks awesome, but I find the spell list a little sparse for my tastes, especially as the talent is a 15 point one (I know, it's a 5 point skill talent plus a 10 point power investiture). I like how he fills the holy warrior for druids niche though. Quote:
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Re: Pyramid #3/60: Dungeon Fantasy III
Any reactions on this would be highly appreciated by the authors, my fellow forumites. Did you hate a article? Love it? Something in between. We Authors want to know! ^_^
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Bought and going over it, I will buy anything that has to do with imbuements.
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My feedback..
Alternative spellings under Wizardry refined is great even for those not using DF. Most of the changes address objections made over the years to so called "Broken" spells. In particular Enlarge versions and Reverse Missiles and the other spells get a nice clearing up like See Secrets. Changes under the Laws of Magic also deal with many of the complaints nd should be red by any who object to things like create earth. High Tech Dungeon Crawl wasnt anything really new exactly but was very fun reading. And the dungeonmobile was cool. Its a Trap! was a lot more interesting then I would have thought. A good list and set of tables to work with but even better was the explanations and lists of examples. Mystic Power Ups I liked mostly. Stabilized shot doesnt seem to fit the description, instead it sounds more suitable for Far Shot or Guided Weapon. The rest of the article I liked, especially Resonant gear which gives us a new class of magic items. Weapons of Magic are nice, especially since they include how they were built. The new Techniques are nice, though it took me a bit to figure out there probably buying off a penalty so you dont have an additional roll, instead I think they use the starting skill. In All Serious-ness was a fun read and I like the Beast Master. I disagree with the comment above and think the 15 points is a good price. Its Power Investure, reaction bonus and talent all rolled into one. The first line in the Random Thought table had me befuddled and laughing. I would think its HARD to fight a large room with goblins. The rest of the article was funny but a special call out to the last line in the Barracks section. On the other hand the last line in the article deserves a good poke with a spear! |
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A Beastmaster with a Unicorn, Moose, or something else with Strikers could be really fun. Giant Scorpion maybe. It is a good template to be sure.
Love having more options for Mystic Knights, one of my favorite classes in DF. |
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