Designer's Notes for the Dungeon Fantasy RPG bonus content
I figured it couldn't hurt to share a little bit of behind-the-scenes info about the pieces of bonus content that you've seen (or will be seeing) in support of the Dungeon Fantasy RPG Kickstarter.
Feel free to discuss these either here or in the main DFRPG thread. All six designer's notes are listed (and linked) below. 1. Bonus Character #1: Lyndon Glibtongue (post #2) 2. Bonus Spell #1: Retribution (post #45) 3. Bonus Monster #1: Fae Reaver (post #55) 4. Bonus Character #2: Amira Tiro (post #58) 5. Bonus Monster #2: Squirrel-pion (post #62) 6. Bonus Spell #2: Land Mine (post #67) These are not taken from the box set's books, but are instead little pieces of extra content exclusive to those participating in this Kickstarter. All characters are valid starting PCs, all spells are canonical, and all monsters are balanced for GM use. |
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Bonus Character #1:
Lyndon Glibtongue (Introduced in this Kickstarter update.) Lyndon Glibtongue was my first Dungeon Fantasy PC, so this write-up is an homage to my disingenuous-but-likable bard (with notable differences, as bards received a bit of a revamp in these updated rules). It's important to realize that Compulsive Lying and Sense of Duty (Adventuring Companions) are not mutually exclusive; Lyndon won't lie to his friends about important tactical data that could get them hurt, but will otherwise find ways to cast himself as the hero. "We were attacked by a dire wolf while I was on watch, but I managed to drive it away without waking you. You all need your sleep, and it was no match for an archer like myself." If I were playing this version of Lyndon, I'd use his earned character points to raise his ST to 11 and then to bump his Bow skill one or two levels. After that I'd take advantage of his Magery to learn a couple of Seek spells followed by Seeker, at which point the bard's mastery of Knowledge spells becomes a lot more fun. Or delve into the bard's Sound college for some useful ways to attack and misdirect. His dream weapon is a ST 13, balanced, elven, composite bow (1d+3 imp, Acc 4, Range 260/325), which would be a 35-FP power item despite costing him "only" $17,010 (thanks to Elven Gear) before any enchantments like Penetrating Weapon and Puissance. |
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Bards absolutely now have access to Knowledge and Sound spells; his Magery 0 just gives him a wider net to cast when it comes to choosing specific spells (like the various Seek [X] ones that I mentioned).
That's part of the reason for the increase in Bardic Talent. If you look carefully, you can see the other reason on Lyndon's sheet. Just like you can see how racial templates have changed in general. |
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In that case, my jubilation now knows no bounds.
BOOOOOYAH! Looks like the other reason happens to be an increase to musical skills similar to the Musical Ability talent which strokes my interest in Faun Bards even more. I'll be honest and say I can't really see much difference in the Racial Lenses so far, but that's probably because I've always used GCS program and have it separated out from the class templates. Can't wait to see what all have changed though with the classes. Really hoping for a good Holy Warrior template as well. |
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He has skill-15 [1] with IQ 14 and Bard talent 3 |
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I just mine ideas from the series. Ok looked up DF 1 to compare and it appears Bardic Talent [8] and Musical Ability [5] were merged into a single 10 point Talent. Not a major change but a nice one. Save 3 points, simplifies the sheet and frankly just makes sense. Now getting better with music and spells is done at the same time instead of choosing between them. |
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Side note, Bards are my favourite class in ANY RPG setting. Holy Warriors are my second favourite in the Dungeon Fantasy setting. |
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I see both Musical Instrument and Public Speaking now have the Bardic Talent notation on them. I presume it still adds to Bard Song rolls.
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I really like the clean layout for most of the sheet, but have one issue: the top "stat block" is incredibly cabbagey. I would have preferred to see a bestiary-style stat block with points listed, rather than the ST 12 [34]; DX 56 [78]; IQ 90 [12]; HT 34 [56] fashion nightmare that's been used in the past. Apart from layout considerations, I can't imagine why this would still be considered acceptable, when a much better alternative is already available and has been used in Dungeon Fantasy supplements already (for example, DF9-Summoners pp. 21ff). Readability is incredibly important and that stat block just falls right on its face.
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Also, now I kind of want to write up a cabbage patch kid. |
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I'd much rather see the stat block as: ST-----HP-----Speed DX-----Will-----Move IQ-----Per-----SM HT-----FP Dodge-----Parry-----DR ...as it is in DF9-Summoners and elsewhere. It's cleaner and easier to read. Not cabbagey. |
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So, I started dissecting the character a little bit. Didn't see anything overly interesting in most of the character; points seem consistent. Did notice that there doesn't appear to be an "Elf" template bonus like there used to, instead racial templates apparently just add some traits to the character, and those traits are treated like any other traits the character has. This is cool, and makes things easier for newbies.
I did notice one anomaly with Signature Gear, Trading Points for Cash, and his gear. Normally Signature Gear must cover the entire cost of the equipment item; at $500 per point that means that two points in Signature Gear should have covered his bow, leaving $1000 for other gear. Instead he has one point in Signature Gear, trades one point for cash, and has a total of $1500 in gear (which would jive with $1000 Starting Money and $500 more from Trading Points for Cash, per the rules from Dungeon Fantasy). This leaves me wondering if Signature Gear has changed and no longer covers the cost of the gear. |
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Per Kromm, Signature Gear has been changed to "[work] like gamers always felt it should."
See the third paragraph from the end in this article: https://medium.com/@SJGames/dungeon-...s-297a1bd8371b |
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Ahh, I either missed or didn't remember seeing that. I'm guessing that SG now just covers/protects a piece of equipment and it must be paid for separately. I'm wondering is SG is still leveled - that is, does the Millenium Falcon now cost the same as a regular Composite Bow. I'm guessing it's probably a sliding scale of some sort.
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So I really like the new character sheet layout. |
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So it's clear I'm suggesting the following format (I couldn't figure out how to do it in my previous post):
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ST HP Speed |
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#deliberatelyunhelpfulresponse |
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Seeing 249 points made me twitch. What kind of sadistic GM would *do* that to his players? Fortunately I saw the explanation of trading points for cash. That bow is expensive, but the expense plays into its value as a power item, so not bad.
I like the character format. It does use extra space, but as GURPS is now a 90% PDF game, we need to get over thinking so much in terms of page count. A little more whitespace is free, unless you actually print the book out, which is now the exception rather than the rule. |
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For the record, I use your house rules for SG/starting cash for all of my games so I hope it's something similar. http://www.mygurps.com/h_money.html?p=ih&v=0 |
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In fact, it is such a bad deal, that DF 1 made them grant the same amount. Annoyingly, this hasn't found it's way to a general rule change that I know of. |
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I'm pretty sure Signature Gear has been changed as per PK's house-rules, which was made an official rule in After the End. As others have noted, 1 point per item to provide plot protection, but you still have to pay for the item normally.
My question: does a suit of armour count as an item, or does each armour component count separately? My guess, for simplicity, is the former. |
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I hadn't realized that SG had changed in After The End, but now that I go back and read it it does appear to be a flat 1/item. Honestly, I think it would work better as some sort of sliding scale, something between 1 for low value items and 10 for items that are either insanely expensive or priceless. But c'est la vie. |
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I sincerely hope this thread doesn't devolve into a pointless debate about "whose opinion is right?" regarding the stat block. For the record, we decided upon this format for the Dungeon Fantasy RPG because it was easier to read than, but still clearly an adaptation of, the existing GURPS character format. I know that some people will wish we changed more, while others will think we went too far, but I'm hopeful that this formatting change will be seen as a net positive.
Heh, I'm really looking forward to seeing what y'all think about Adventurers' new format for templates. Now that changed quite a bit . . . |
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The rest of the page is great. It's just those first three or four lines... |
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I think in my home game I'll stick with the original house rule which scales up if the SG costs more than campaign starting wealth.
I'd also like to see the SG rule become official over the system. Any chance of that happening? |
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Off-topic discussion moved to new thread.
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I do have a question: how did you get the character to come out in that output? We're all talking about whether it's good or bad, but miss how it came out printed in the first place. If it's a GCA output, it's going to be missed by 98% of the target audience.
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Bonus Spell #1:
Retribution (Introduced in this Kickstarter update.) When I was bouncing ideas off of my friends, two of them (Ben and Ben) suggested combat ideas that involved rewinding time or affecting a foe at range as a sort of curse. It got me to thinking about what sort of curses a holy god might approve of, and "you hurt my follower so I'll hurt you" seemed to fit a righteous-yet-lawful "eye for an eye" mentality. In a way, Retribution is both underpowered and overpowered, depending on the situation. Against most foes, it's more spiteful than anything; a cleric is probably better off maintaining more directly useful buffs on his friends, so they don't get hit in the first place! But some foes are difficult to hurt, due to defenses, distance, Injury Tolerance, and so on. The fae reaver (don't worry, you'll see it soon) is a great example. With a barbarian or similarly beefy meat shield and healing spells at the ready, Retribution can make the bad guy do all of the work! |
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Hm, as GM I wonder if I'd let my players use this with a slam to get deal damage back based on the target's damage... Of course that's assuming slams still can damage the attacker.
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So this a bonus spell that is not in Spells? Is this update the only place it will appear?
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Delver, while standing very still and trying not to panic. "Don't touch itdonttouchitdonttouchit" |
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Bonus Monster #1:
Fae Reaver (Introduced in this EnWorld article.) In a way, that entire article is already a designer's note for the fae reaver, so please be sure to read it. I like the way this monster turned out; it's a serious danger! The only viable options for killing it are area/explosive attacks or strong fighters with incredibly high skill. Archers are probably at the biggest disadvantage, but that's why a wide range of combat styles is necessary in a party. Your best bet is to get a cleric to hold it off via Turning while you prepare an appropriate assault, though the fae reaver is smart and will likely flee to attack another day. |
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Hm. How does alchemist's fire work against swarms? Is it able to get direct hits? |
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If the GM wants to make the fae reaver into a boss, capable of taking on an entire party, he'll need to take advice from the notes and buff it up. ST 21, Regeneration (4 HP/round), and a necrotizing bite = serious boss threat. Quote:
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Bonus Character #2:
Amira Tiro (Introduced in this Kickstarter update for backers only!) I enjoy breaking stereotypes, including the ideas that half-ogres are uncouth rabble and that all fantasy women must be supermodels who rely on "waif fu" rather than brute strength. Amira is a genuinely good person whose biggest character flaws come from her cloistered upbringing. (I also feel that, like bards, martial artists are the hardest delvers to "get right" and make effective, which is why those are the two templates I tackled.) As Amira's player, I'd spend her first earned character points on Smallsword and Parry Missile Weapons, then try to talk the GM into letting me take Enhanced Parry 2 (Smallsword) instead of (Unarmed); her Dodge is great as-is, but her Parry has the potential to be incredible. After that, Weapon Master (Short Staff) gives 2d+5 damage and Mantis Strike bumps that to a terrifying 3d+5! Amira doesn't need fancy weapons, but she should save up for a suit of heavy plate with Fortify +1 and Lighten 50% (DR 8, $20,000, 36 lbs.), granting her total DR 11 with no increase in encumbrance. (Her pie-in-the-sky dream armor would be fine, Dwarven, epic plate with Fortify +2 and Lighten 50%. It's +4 DR at the same weight . . . but at $182,000, that won't be happening anytime soon.) |
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Good writeup of the character. I'm always intrigued with taking the "monstrous races" and turning them into heroes.
One thing I do not like about the new template is that there's no place for Reaction Roll modifiers. Amira has two traits that modify that negatively and I feel like any of my players would forget that their Reaction roll sucks and would forget to mention it when one would be called for. (IE: Free points). |
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That way, the bard with +10 gets reminded too. Which you wouldn't think they'd forget but it happens. |
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But for Martial Artists, I think I'd probably prefer to grab an Atlas/Orion (depending on which supplement you're using) amulet first off if you can somehow get one in the new DF:RPG. I learned quickly that if you can, you might as well grab an amulet that passively quadruples your basic lift for purposes of encumbrance for only $5k. Never have to worry about those encumbrance penalties screwing with your martial arts again until you hit a NMZ and by that point your lighten spells are useless anyhow. |
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Bonus Monster #2:
Squirrel-pion (Introduced in this Kickstarter update.) If you've been following my After the End campaign posts, you're already familiar with these! If not, then enjoy these deceptively deadly little suckers. Their agility and armor-piercing tail make them a threat, and the cumulative penalty means that the neurotoxin is likely to get you eventually. For the record, my wasteland players managed to improvise a cage to catch a mess of squirrel-pions, milked them for poison, and then roasted them over an open fire. Thanks to a successful Cooking roll, they were delicious. |
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I asked this in the other thread, but I can't figure out what the art for this or the Fel Reaver is doing there. Are the described monsters depicted and I'm just just not looking at the image correctly? Is the image just a placeholder to show where illustrations go on the monster entries in the book? Something else?
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Bonus Spell #2:
Land Mine (Introduced in this Game Geekery post.) My friend Chris suggested some sort of delayed ground-based harassment spell along the lines of Grease or Glue, but I realized that we didn't have one that simply blew up! Happily, that's no longer an issue. And while I realize some people may cringe at the pun, I'm rather proud of it. :) The energy cost is obviously drawn directly from Explosive Fireball, but the limit is different; where a wizard with Magery 3 could throw a 3d to 9d Explosive Fireball, he can do a 6d Land Mine. Of course, the tradeoff is that a 6d Land Mine takes half as long to cast as a 6d Explosive Fireball, and it offers far more options when it comes to setting up traps. |
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Nymdok |
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OK, questions about the latest teasers:
The monster does the toxic attack have cyclic and I'm not seeing it or is the -1 for extra times you're hit? If so, what's the point build option for that? The spell, if I meet both sets of prerequisites do my levels of spell casting talent stack? |
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What would this thing cost if I wanted to buy a tame one for a Pixie to ride? As an ally or otherwise? |
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As for the point cost of that? <shrug> Hadn't really thought about it. I never build my monsters with points in mind. It'd be some lower-value variant on Resistible, I suppose. Quote:
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