Re: Old-School D&D style game
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ST 11 (10) DX 14 (80) IQ 17 (140) HT 14 (40) Will 17 (0) Perception 17 (0) HP 11 (0) Fatigue 14 (0) Fatigue (Magic Only) 9 (27) Basic Lift: 24 lb Basic Speed: 7 Move: 7 Dodge: 11 Swing Damage: 1d+1 Thrust Damage: 1d-1 Languages (Native): Common Aerdi, Elvish, High Aerdi (2x4+LT) Languages (Accented): Aegyptian, Anglish, Arabic, Argossean, Baklunish, Cold Tongue, Drow, Dwarvish, East Oeridian, Flan, FR Common, Garethi, Gnomish, Goblin, Gorean, High Temung, Illyon, Low Talislan, Novarian, Orcish, Tsolyanu, Vendhyan, West Oeridian, Wolsan (21x2+LT) Language (Written Only, Native): Suloise (2+LT) Languages (Written Only, Accented): Ancient Baklunish, Old Oeridian (2x1+LT) Languages (Spoken Only, Accented): Hepmona (1+LT) Cultural Familiarities: Cultural Adaptability (Xeno-Adaptability) (20) Wealth: Filthy Rich (50) Status: 1 (0) Reaction: +2 Diplomacy, +2 Fast Talk, +2 Voice, +/- Status Advantages: Absolute Direction (5), Absolute Timing (2), Ambidexterity (5), Combat Reflexes (15), Danger Sense (15), Empathy (15), Fit (5), High Pain Threshold (10), Language Talent (10), Luck (15), Recovery (10), Unfazeable (15), Voice (10) Perks: Alcohol Tolerance (1), Deep Sleeper (1), No Hangover (1) Disadvantages: Compulsive Carousing (12) (-5), Compulsive Spending (12) (-5), Curious (12) (-5), Laziness (-10), Lecherousness (12) (-15), Xenophilia (12) (-10) Talent: Smooth Operator: (Diplomacy, Fast Talk, Intimidation, Savoir-Faire, Sex Appeal, Streetwise) +2 (10) Skills: Acting IQ/A –16 (1), Administration IQ/A – 16 (1), Alchemy/TL3+4 IQ/VH – 15 (2x2), Archeology IQ/H – 15 (1), Area Knowledge (Magira) IQ/E – 18 (2), Bow DX/A – 18 (16), Brawling DX/E – 14 (1), Breath Control HT/H – 14 (4), Broadsword DX/A – 18 (16), Carousing HT/E – 18 (12), Climbing DX/A – 14 (2), Connoisseur (Wine) IQ/A – 17 (2), Crossbow DX/E – 16 (4), Detect Lies Per/H – 15 (1), Diplomacy IQ/H – 20 (2+Voice+Talent), Disguise/TL3 IQ/A – 16 (1), Engineer/TL4 (Clockwork) IQ/H – 15 (1), Erotic Art DX/A – 14 (2), Esoteric Medicine Per/H – 16 (2), Expert (Magic) IQ/H – 15 (1), Expert (Natural Philosophy) IQ/H – 17 (4), Fast Talk IQ/A – 20 (1+Voice+Talent), Fortune-Telling (Feng Shui) IQ/A – 18 (1+Charisma), Gambling IQ/A – 16 (1), Herb Lore /TL3 IQ/VH – 14 (1), Hiking HT/A – 14 (1), History (Magic) IQ/H – 16 (2), Innate Attack (Beam) DX/E – 16 (4), Interrogation IQ/A – 17 (2), Intimidation Will/A – 18 (1+Talent), Judo DX/H – 13 (2), Innate Attack (Projectile) DX/E – 17 (8), Karate DX/H – 13 (2), Knife DX/E – 14 (1), Knot Tying DX/E – 15 (2), Leadership IQ/A – 16 (1), Mathematics TL3 (Applied) IQ/H – 15 (1), Mental Strength Will/E – 18 (2), Merchant IQ/A – 20 (12), Meteorology/TL3 (Weathersense) IQ/A – 16 (1), Mind Block Will/A – 17 (2), Naturalist IQ/H – 16 (2), Navigation/TL3 (Sea) IQ/A – 19 (1+AbsDir), Observation Per/A – 17 (2), Occultism IQ/A – 17 (2), Pharmacy/TL3 (Herbal) IQ/H – 15 (1), Public Speaking IQ/A – 20 (4+Voice), Research/TL3 IQ/A – 16 (1), Riding (Horse) DX/A – 13 (1), Savoir Faire (High Society) IQ/E – 19 (1+Talent), Seamanship/TL3 IQ/E – 17 (1), Sex Appeal HT/A – 17 (1+Voice+Talent), Shield DX/E – 14 (1), Shiphandling/TL3 (Sea) IQ/H – 15 (1), Staff DX/A – 15 (4), Streetwise IQ/A – 18 (1+Talent), Swimming HT/E – 14 (1), Tactics IQ/H – 16 (2), Theology (Comparative) IQ/H – 15 (1), Theology (Oerth Pantheon) IQ/H – 15 (1), Throwing DX/A – 13 (1), Traps/TL3 IQ/A – 16 (1), Urban Survival Per/A – 16 (1) Magic: Magery 5 (55) Inextinguishable Power (DF 11/36) (5) Mana Enhancer 1 (50) Wild Talent 1 (Retention, Magic Only, Costs 1 FP) (20) Thaumatology IQ/VH – 20 (2) Spells: (188): Air (10): Purify Air – 20 (1), Create Air – 20 (1), Shape Air – 20 (1), Body of Air – 20 (1), Concussion – 20 (1), No-Smell – 20 (1), Odor – 20 (1), Windstorm – 20 (1), Lightning – 20 (1), Ball of Lightning – 20 (1), Summon Air Elemental – 20 (1), Control Air Elemental – 20 (1), Create Air Elemental – 20 (1) Body Control (13): Itch – 20 (1), Spasm – 20 (1), Pain – 20 (1), Stun – 20 (1), Sensitize – 20 (1), Agonize – 20 (1), Clumsiness – 20 (1), Paralyze Limb – 20 (1), Total Paralysis – 20 (1), Wither Limb – 20 (1), Deathtouch – 20 (1), Hair Growth –20 (1), Haircut – 20 (1) Communication & Empathy (14): Sense Foes – 20 (1), Sense Emotion – 20 (1), Truthsayer – 20 (1), Compel Truth – 20 (1), Mind-Reading – 20 (1), Mind-Search VH – 19 (1), Mind-Sending – 20 (1), Telepathy VH – 19 (1), Persuasion – 20 (1), Communication VH – 19 (1), Lend Language – 20 (1), Borrow Language – 20 (1), Gift of Letters VH – 19 (1), Gift of Tongues VH – 19 (1) Earth (8): Seek Earth – 20 (1), Shape Earth – 20 (1), Earth to Stone – 20 (1), Create Earth – 20 (1), Walk through Earth – 20 (1), Summon Earth Elemental – 20 (1), Control Earth Elemental – 20 (1), Create Earth Elemental – 20 (1) Enchantment (4): Enchant VH – 19 (1), Powerstone – 20 (1), Manastone VH – 19 (1), Scroll – 20 (1) Fire (13): Ignite Fire – 20 (1), Shape Fire – 20 (1), Create Fire – 20 (1), Extinguish Fire – 20 (1), Fireball – 20 (1), Explosive Fireball – 20 (1), Heat – 20 (1), Flaming Weapons – 20 (1), Flaming Missiles – 20 (1), Flame Jet – 20 (1), Summon Fire Elemental – 20 (1), Control Fire Elemental – 20 (1), Create Fire Elemental – 20 (1) Food (9): Test Food – 20 (1), Seek Food – 20 (1), Cook – 20 (1), Create Food – 20 (1), Decay – 20 (1), Purify Food – 20 (1), Mature – 20 (1), Water to Wine – 20 (1), Distill – 20 (1) Gate (5): Seek Gate – 20 (1), Scry Gate – 20 (1), Control Gate – 20 (1), Teleport VH – 19 (1), Teleport Other VH – 19 (1) Healing (9): Lend Energy – 20 (1), Recover Energy – 20 (1), Lend Vitality – 20 (1), Minor Healing – 20 (1), Major Healing VH – 19 (1), Relieve Sickness – 20 (1), Cure Disease – 20 (1), Detect Poison – 20 (1), Neutralize Poison – 20 (1) Illusion & Creation (3): Simple Illusion – 20 (1), Complex Illusion – 20 (1), Know Illusion – 20 (1) Knowledge (13): Detect Magic – 20 (1), Seek Magic – 20 (1), Mage Sight – 20 (1), Mage Sense – 20 (1), Aura – 20 (1), See Secrets – 20 (1), Seeker – 20 (1), Pathfinder – 20 (1), Trace – 20 (1), History – 20 (1), Ancient History – 20 (1), Wizard Eye – 20 (1), Invisible Wizard Eye – 20 (1) Light & Darkness (10): Light – 20 (1), Continual Light – 20 (1), Darkness – 20 (1), Blur – 20 (1), Hide – 20 (1), Colors – 20 (1), Flash – 20 (1), Night Vision – 20 (1), Dark Vision – 20 (1), Invisibility – 20 (1) Making & Breaking (7): Find Weakness – 20 (1), Weaken – 20 (1), Restore – 20 (1), Rejoin – 20 (1), Repair – 20 (1), Clean – 20 (1), Dye – 20 (1) Meta (13): Counterspell – 20 (1), Dispel Magic – 20 (1), Delay – 20 (1), Link – 20 (1), Maintain Spell VH – 19 (1), Hang Spell VH – 19 (1), Telecast VH – 19 (1), Bless – 20 (1), Magic Resistance – 20 (1), Scryguard – 20 (1), Scrywall – 20 (1), Spell Shield – 20 (1), Pentagram – 20 (1) Mind Control (17): Keen Vision – 20 (1), Foolishness – 20 (1), Daze – 20 (1), Mass Daze – 20 (1), Forgetfulness – 20 (1), Sleep – 20 (1), Mass Sleep – 20 (1), Fear – 20 (1), Bravery – 20 (1), Loyalty – 20 (1), Charm – 20 (1), Enslave VH – 19 (1), Mental Stun – 20 (1), Emotion Control – 20 (1), Ecstasy VH – 19 (1), Suggestion – 20 (1), Mass Suggestion – 20 (1) Movement (4): Apportation – 20 (1), Levitation – 20 (1), Poltergeist – 20 (1), Winged Knife – 20 (1) Necromantic (3): Steal Energy – 20 (1), Steal Vitality – 20 (1), Summon Demon – 20 (1) Protection & Warning (9): Weather Dome – 20 (1), Shield – 20 (1), Missile Shield – 20 (1), Reverse Missiles – 20 (1), Sense Danger – 20 (1), Watchdog – 20 (1), Sense Observation – 20 (1), Umbrella – 20 (1), Magelock – 20 (1) Sound (10): Sound – 20 (1), Keen Hearing – 20 (1), Voices – 20 (1), Thunderclap – 20 (1), Great Voice – 20 (1), Message – 20 (1), Far-Hearing –20 (1), Sound Vision – 20 (1), Wizard Ear – 20 (1), Invisible Wizard Ear – 20 (1) Water (10): Seek Water – 20 (1), Seek Coastline – 20 (1), Purify Water – 20 (1), Create Water – 20 (1), Destroy Water – 20 (1), Dehydrate – 20 (1), Breathe Water – 20 (1), Summon Water Elemental – 20 (1), Control Water Elemental – 20 (1), Create Water Elemental – 20 (1) Weather (3): Predict Weather – 20 (1), Current – 20 (1), Wind – 20 (1) |
Re: Old-School D&D style game
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Re: Old-School D&D style game
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And don't forget certain types of gear. A Thief with a ring of invisibility can be quite useful. My biggest question is, in the 1000-2000 point spread, what exactly are you going up against? Demigods? Cthulhu? |
Re: Old-School D&D style game
Remember that suitably steep Unusual Background costs can make any budget seem modest! I've met GMs who charged human PCs a 100-point premium per DX, IQ, or HT level past 20. Then there are things like Unusual Background (Demigod) at several hundred points in return for access to powerful exotic and supernatural advantages off a suitably fantasy-themed list. If the only way to get Burning Attack 10d [50] or any Telekinesis at all is to be the bastard offspring of a god for 500 points, then players will pay it.
Taking that last point further, it's common enough to let delvers evolve into fantasy-themed supers – not via mutations and super-sera, but through the effects of divine, magical, and cosmic forces. Again, the GM probably won't be handing out unlimited access, but even sticking to what suits myth, a cleric with Super Luck 3 (Alter Reality, +75%; Wishing, +100%) [825] is pretty powerful . . . and needs a lot of points! Ditto a wizard with Snatcher (Creation, +100%; Large Items, +50%; More Weight, 100 lbs., +40%; Permanent, +300%) [472], who can do the classic "snap my fingers and make stuff appear" trick. Even without super-powers, going well beyond sane limits on open-ended abilities is a thing. A 2,000-point warrior may actually be able to have up to ST 50 [400], DX 30 [400], HT 20 [100], HP 200 [300], Basic Speed 20.00 [150], and Basic Move 30 [50] among his abilities, and go around one-shotting multiple dragons per turn with a big stack of Extra Attacks. A mega-wizard or mega-cleric might just be able to cast permanent Alter Body or Resurrection casually with Energy Reserve 200 or 300 [600 or 900]. The GM of such madness really has to reimagine what "dungeon fantasy" means, but it isn't all that far from the highest reaches of old-school FRPGs. I imagine that a few of us here remember groups that included clerics who could resurrect on demand, fighters who could one-shot giants, and wizards who could cast multiple Time Stop and Wish spells . . . taking on demon lords and gods just to slaughter them and take their stuff. Such PCs had typically used scads of wishes to ratchet a few attributes up to 25 on the old 3-18 scale, which was That Other Game's code for "as good as you can get," which in an open-ended game like GURPS might correspond to, say, a DX or IQ of 30 or 50 or 100. |
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Sir Michael Carragher* was conceived as a warrior with some wilderness survival, mountaineering and archery. In D&D terms, he would probably have been a Fighter with a level of Ranger or something. In Dungeon Fantasy terms, a junior Knight with maybe a lens for Scout or Barbarian. This was back when he was a tall but gangling 150 point tyro swordsman who went to the Big City for the first time and met his cousin Murlak, launching their famous adventuring careers. Murlak Solstice, meanwhile, was a young, but promising swashbuckling rogue and con man who belonged to the Thieves' Guild in the city. In D&D terms, most certainly a Rogue or Thief, depending on edition. In Dungeon Fantasy terms, either a Thief or the Rogue from Pyramid #64. Some 1,200+ points later, Sir Michael Carrager is still, in D&D terms, a Fighter with a level or two of Ranger. He is an accredited knight, has followers, owns land where he is building a castle and settling farmers and villagers and he's marrying a titled noblewoman, but he remains a recognisable Knight in DF terms and a Fighter in D&D terms. Murlak Solstice is most certainly still a Rogue or Thief, but if we were to imagine him in terms of D&D multi-classing, we might find some Prestige Classes to model his swashbuckling fencing and command of a privateer ship** (Duellist? Swashbuckler? Dread Pirate?) and his plutocratic power in the setting (Merchant Prince). That points out a tendency of high-level play, actually. A Warrior, Fighter or Knight can remain a Warrior, Fighter or Knight at high power-levels, but should probably aim to become a general, condottieri, warlord or feudal lord as well, something to allow him to lead other men into battle. A Thief or Rogue would do well to become a more subtle mover-and-shaker in the world, either in the underworld, the legitimate business world or both. *Who oringally went by the name Brash Mickey and still answers to that in private. **As well as, ah, that whole 'secret pirate alter ego' and command of a pirate fleet after defeating their previous pirate lord. |
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GM: Tactical Teddybear rolls against Guns (Rocket Launcher) and gets... an eight! He gets a direct hit unless Santa dodges... with an eleven! Fail! A fiery explosion blows enormous chunks out of Santa's torso. Roll damage! PLAYERS: [general cheering] GM: You seem to have finally inflicted a Major Wound! Santa's facial expression appears somewhat distracted, and he rolls HT vs Stun+Knockdown... with a fourteen! He's still on his feet! PLAYERS: [general looks of bewildered disbelief] |
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