Converting D&D/Other Adventures to DFRPG
So, something I've been wondering, to make it (slightly) easier on myself in case I wanted to start a DFRPG campaign, would be to take some old adventure modules (now available on drivethrurpg) and converted them to GURPS stats.
Has anyone worked on such conversions, and if so, any advice? |
Re: Converting D&D/Other Adventures to DFRPG
The general experience is that converting is a pain. It saves you some time, but not all that much.
On the positive side: 1. Maps are already drawn. 2. Combat encounters already exist. 3. You probably have fond memories of the product, or alternately, have always wanted to run the product and now you get the chance to run it in DFRG. On the negative side: 1. The maps generally don't have very many non-combat challenges, so you have to go and add opportunities for people to climb, jump across ledges, duck under stuff, and otherwise make Thieves and Martial Artists more useful. 2. Combat balance between some other game and GURPS is going to be very different. A lone golem can be anything from a push-over to a deadly fight in the source material, and in GURPS it can be anything from a push-over to a deadly fight. You're going to have to decide the challenge for each encounter that you adapt, and sometimes its going to be very hard to hit the right level. Case in point: I adapted Keep on the Borderlands a few years ago. There's an encounter with a lone ogre that is fairly terrifying for 5-6 1st or 2nd level Basic D&D characters. In GURPS, the Scout shot it in the eye without even pausing. Similarly, the dinosaurs from Isle of Dread are moderately nasty if they start close to you in D&D, but are arrow bait in GURPS at just about any range. 3. Related to the above, a lot of published adventures suffer from the "horde of humanoids" problem. The opposition is mostly human-type enemies who fight in melee and maybe have some archers and possibly a spellcaster. This can work fine in some other games, but in DFRPG, you want a lot more variety in monsters or only the Scout and Swashbuckler will really shine. Taking all that into account, my advice is to use published adventures as a source of inspiration. Redraw the maps to suit your purposes. Don't bother doing a mechanical conversion, but come up with your own monsters that feel right to you. If your orcs are more dangerous than your gnolls, don't worry about it and just make sure you and your players are having fun. |
Re: Converting D&D/Other Adventures to DFRPG
Christopher Rice converted my 5e adventure Lost Hall of Tyr to DFRPG, at least in brief. Once Lost Hall is available on DriveThru (January sometime), you can see what's the what.
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I’ve been running Ptolus, a world/campaign hybrid book written for D&D3 under (more or less) GURPS DF for three years, using quite a few existing dungeons and adventures from the original book.
My main piece of advice is pick your encounters. D&D just has way too many combat encounters; pick the ones that are relevant to the flow of the adventure and just ditch most of the filler. Encounters with a single “boss” enemy should be merged with their henchmen. One-on-five in GURPS is usually short and painful. Have the boss intervene as the henchmen fight progresses, for example. |
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Pre-written adventures can save you a lot of time, but there's still a lot of conversion work.
1. You will spend a *lot* of time converting monsters. You can save time if you check and see there's already a usable conversion of that monster to GURPS first. Google "GURPS <monstername>" and see what you can find. As an example, I searched for "GURPS Hydra" and found http://forums.sjgames.com/showthread.php?t=122335 , featuring a pretty nice Waterspout Hydra. 2. For treasure, you probably can't keep the same coins as in a D&D adventure without it being way too much, since DFRPG says 1 gold piece is $400. I went with 1 gold piece = $4. Then I back-converted the value of treasure into DFRPG coins. (So a dead bandit that was carrying 14 gp in the original module is now carrying $56 in the conversion, which is 2 silver and 16 copper if anyone cares.) 3. For weapons, DFRPG gives a lot of options: fine, balanced, dwarven, elven, ornate, meteoric, Accuracy, Puissance, Penetrating, Shatterproof, etc. So rather than having every +1 sword be +1 Accuracy and +1 Puissance, make it more interesting and realistic. Start with the cheaper buffs and save the more expensive ones for rarer, better treasure. 4. For weird magic items, consider whether you really need to translate the effects to existing DFRPG rules, or if you can just keep the description as-is. For example, the adventure had a Clear Spindle Ioun Stone, which let the user survive without food or water, as long as the stone was orbiting their head. I just kept that description rather than hunting for a corresponding GURPS advantage or spell. 5. You need to decide whether to keep the map as-is with 5' or 10' squares, or convert it all to 1-yard hexes, or take a hybrid approach where you use the original map with squares for just moving around but redraw bits of it with hexes on the fly for combat. I personally prefer doing everything ahead of time with hexes, but it's a lot of extra work. 6. Balancing combats is hard. I don't think there are any formulaic shortcuts that actually work. Err on the side of a bit too easy at first, then dial up the difficulty as you get the measure of your PCs and players. |
Re: Converting D&D/Other Adventures to DFRPG
I find it pretty easy, both are 3-18 scaled stats systems so mostly direct converts as is straight across
The biggest challenge is finding an adventure you like to convert, the conversion will be easy mlangsdorf - any example where the monster was scarier to the GURPS charries than in the original? |
Re: Converting D&D/Other Adventures to DFRPG
Broadly speaking, system conversions should be done thematically, rather than literally, because a challenge that is appropriate in one game system is likely to be too weak or too strong in another system.
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An example where the opponent is harder in DFRPG than in D&D is large numbers of fodder humanoids. In D&D you have sweep attacks that let you take out multiple wimps per round, one fireball / cloudkill / sleep spell can take out lots of fodder, and higher level characters have enough hit points that a lucky hit or three doesn't matter. In DFRPG you mostly have to kill them one at a time, you have limited blocks and parries, and you don't get any active defense against attacks from the rear. So, good enemy tactics plus good enemy rolls can kill PCs.
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In D&D, the wizard and the elf would drop their Sleep spells and drop enough of them that the rest of the party could handle the remainder, but GURPS multi-target spells just aren't that good. |
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Keep on the borderlands was written for D&D 1st edition, and charging into the kobold main room with first level characters would get you killed.
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Re: Converting D&D/Other Adventures to DFRPG
It's slightly more complicated than that, even: The Keep on the Borderlands was for Basic Dungeons & Dragons, which is even lower-power than 1st edition.
The big points are that there's no "cleave", that Fighters have one less hit point per level, and that 1st-level Clerics don't have spells yet. The kobold caves are also generally intended for 1st-level characters, so the Magic-User only has a single Sleep spell that will affect 2d8 kobolds. So yes, charging into a room with forty kobolds is likely to get everyone killed. There's some mitigating factors, though, some of which are worth keeping in mind if adapting to GURPS.
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Re: Converting D&D/Other Adventures to DFRPG
There's also the question of "What is a kobold?"
Kobolds aren't defined in the DFRPG as yet. They could be quite wimpy, with all attributes at 8, no improved secondary characteristics, and no skills above attribute level . . . Even from behind, they'll only grab someone or land a blow ~26% of the time – and grapples will be ST 8, while blows won't be accurate enough to aim at vital areas, will do 1d-3 or 1d-2 damage, and often won't punch through even DR 1-2. The kobolds will dodge at 7, and an injury of just 5 HP (easily managed by even a ST 10 wizard with a staff: 1d+2 crushing) is more than HP/2 and thus a major wound, and at HT 8, that's going to put a kobold on the ground ~74% of the time. And kobolds are both cowardly (so no All-Out Attacks to boost accuracy or damage) and poorly equipped (forget about armor, or weapons heavier than shortswords). This is a specific example of the general, which is that stats can be adjusted to make any creature wimpier or scarier. You could even have a brain-damaged mindwarper or lich who botched the transformation and ended up weaker than in life, if you wanted that . . . The point being that if the adventure you're converting is for a few low-level characters, you're going to want to nerf a lot of creatures to be sensible matches for such heroes. The idea of monsters being highly standardized is commonplace today, but back in the days of early D&D modules, creatures were given full stats that weren't always the same everywhere. |
Re: Converting D&D/Other Adventures to DFRPG
Dinomen seem very similar to kobolds . . . . Little wimpy lizard guys
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All of these have plenty of non-combat activities. For instance, Lost Mines of Phandelver has PC challenges:
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There is also the whole long and short rest, where D&D 5e has very easily recovered damage, where in GURPS you'd better have healers and potions aplenty. GURPS has no long rest, but if you get first-aid, a good meal, and rest overnight. You might gain back 1-3 points. But for D&D 5e a long rest will PC will regain all their lost Hit Points and some of their Hit Dice (not really sure what that entails, still learning D&D 5e). Quote:
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Lost Hall of Tyr (2nd Edition) is 5E/Dragon Heresy so no conversion needed. I'm not that familiar with forgotten realms, but the key bit for Lost Hall would be that the hall should be in some pretty fierce mountains, and that there should be a reasonable population center to act as Isfjall and a base of operations. The place that says "put it here" to me is around Mirabar, but the need for large mountains says "Spine of the World" to me. |
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OK, thanks. I'll check into it. |
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Combat scales differently between GURPS and D&D. Hordes of weak things are stronger in GURPS than they are in D&D, and a single foe with a lot of strength and toughness is generally weaker - there are exceptions like Electric Floating Jellies, Sword-Armor Golems, or Watchers at the End of Time. But those are powerful single combatants because they have a variety of good defenses on GURPS terms, not because they have a lot of HP. |
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I don't understand the whole if it has eyes it dies. So for instance dragons do have nictating membrane. It doesn't make sense to me that it is as touch as the scaled skin armor on the body, but it does. I'd think dragons should have eyelids and should be able to "block" by blinking. Most have long flexible necks so they should be able to "dodge" just moving their head/necks. Anyone with a bow becomes the prime target along with magic users since they also have ranged attacks and powerful magic. Dragons also have magic so why haven't they developed special spells to protect their eyes/face/head? Why aren't they doing things to blind the opposition with the ranged attacks? Dragons in GURPS tend to have weaker ranged attacks than in D&D 5e or depicted in a lot of fantasy. Range is more limited and cone attacks aren't as wide spread and powerful. For giants why not use shields? Why not use your arm to shield your eyes? Basically reducing Scouts to attacks of opportunity. |
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(1) Nictitating membrane helps, but bodkin points are still pretty good at piercing DR 3-9. (2) Spells like Missile Shield are also good, but cost a lot of energy to cast on SM +3-5 creatures (even if you are a SM +3-5 creature[1]), and meteoric iron arrows can still bypass these spells[2]. (3) In any case, this is the kind of thing Doug meant when he said he had to "purposefull[y] design" monsters to be "one tough monster." The point isn't that you can't have tough monsters; it's the fact that HP alone are not a sufficient defense unless you have hundreds of HP. A 500 HP godzilla is relatively immune to eyeshots. A 50 HP T-Rex is not. [1] Unless the GM says otherwise, of course. A house rule that says something like "Subtract your own SM from the SM of creatures you cast Regular spells on for purposes of determining energy cost" would not be a bad thing. In fact I should probably make that one of my own house rules. [2] Perhaps a better idea for a dragon would be an illusion spell to make its eyes appear to be higher or lower on its face than they actually are. |
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I've used 'offset eyes' on monsters, causing eye shots to be treated as face shots for damage purposes (it's a highly limited No Eyes or No Brain; either way it's probably not more than [2] and might just be a perk). For creatures with tiny brains like dinosaurs it's not not particularly unrealistic. |
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However, this scenario isn't common in DFRPG in practice, in my experience these past six months since switching from 5E. One reason for this is: 1.) Indoor combats. The timescale is such that indoor dungeons work better, so I don't feel bad about using indoor maps that have dungeons the size of an apartment building (e.g. 50 yards x 80 yards). In 5E I feel really awkward doing so because it's hard to explain why the whole dungeon doesn't become a single encounter: by the time three rounds (eighteen seconds) of combat have elapsed, dungeon inhabitants can have had time to realize something is happening and move 60 to 90 yards towards the sounds of trouble. Even though movement speeds are more variable and can be much higher in DFRPG (4 mph to 50 mph) than in 5E (4 mph to usually no more than 12 mph), combat is so much quicker in DFRPG (often one to three seconds) that it feels more like a house clearing operation, just a couple of brief screams and then silence. Therefore I don't feel like an idiot GM by leaving the monsters in their various rooms, lurking in ambush or whatever. Therefore I run more small indoor adventures (vs. outdoor adventures with indoor spaces embedded in the battle map), and so killing things from a distance is harder in DFRPG than in 5E. Another reason is: 2.) Opportunity cost to ranged specialization. Range penalties in DFRPG are also tougher, and the rules are less favorable to kiting. One of the DF professions, the Scout, is specialized to such a degree that he can pull off amazing ranged kills anyway, but it makes it less of a no-brainer to build a ranged combatant/melee switch hitter. Rather, you have to specialize, and if you do you give up some fun stuff that Knights or Swashbucklers have in melee combat, which will be common indoors. But the most important factor is: 3.) Lots of tough monsters are immune. Many, many DFRPG monsters aren't particularly vulnerable to eyeshots anyway. Off the top of my head, trolls, black puddings, peshkali, and fire elementals either don't have heads, or don't care if you headshot them. (They might care a little if you put out both eyes but still won't die yet.) If you choose to specialize in headshots and eyeshots, you'll be relatively useless against a significant fraction of monsters, and it only takes one monster and some bad luck to kill you. (HP attrition is less of a factor than in 5E.) Conclusion: I think you'll be happy with the balance between melee/ranged/spells in DFRPG, and the fun of being attacked by various monsters. I have been. |
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Now, it was used to caravans of quivering, fearful merchants who brought cattle or other gifts for it as payment for crossing it's prairies. We, however hadn't actually spoken to anyone locally, so we had no idea about this arrangement. It roared and began flying down towards us from it's lair in the distant mountains (like two miles off). I said, "Hey, DM, please let me know when it's in range for a fireball..." A few in game minutes pass, GM says, "It's in range". "I hold." DM: "Okay..." "OOC; so it's going to take about say, 6 rounds to get to fire-breathing range..." "Poison cloud, it's a green" "... right, anyway, about 6 rounds. I have 4 fireballs. I don't want it being able to flee when it realizes its error..." Sure, "geek the Wizard first" is the trope classic for a reason, just make sure you're in range to does so, and not just in range to be disintegrated without being able to return fire. Quote:
But, as sjmdw45 also points out, that won't help with anti-magic ammo. Quote:
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Unless the giant claps an arm over their eyes and fights blindly, which, yeah, sure I've built blind cave trolls and ogres this way for a reason. Basically, if there is a good Scout in the party (or Swishypokler, or highly skilled anything poker), If It Has Eyes (or Vitals) It Dies. So... just go into fights expecting this and prepare. And as Douglas said, sometimes "horde" is better than "One BBEG". The difference is in D&D there really isn't an easy way to bypass AC and then do tremendous amounts of bonus damage, GURPS there often is (unless you build for it not be easy or even existent). So be ready to see it. |
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1.) Monsters with small size and/or high Dodge. Trying to eyeshot a Dodge 14 flying monster is an exercise in frustration, since bows can't Feint or Deceptive Attack. (You may need to get the wizard to cast Flight on a melee fighter instead.) 2.) As mentioned previously, monsters with protective magic, like dragons. 3.) Monsters that come in large numbers, like three giant brothers instead of just one. 4.) Monsters that don't have brains, like trolls, demons, or oozes. 5.) Monsters that are really fast, like Watchers at the Edge of Time, who can close with you and gut you (or cut up your longbow!) before you can beat their Dodge. 6.) Monsters that use trickery, camouflage, invisibility, etc. to prevent you from attacking them before they get in range. 7.) Monsters that burrow through the ground, like landsharks or Tremors graboids. |
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Good to know. I suppose it is a similar situation to D&D 5e where in a theoretical scenario, a ranged sharpshooter could kite a big oaf forever, but I've still found ways of dealing with that so I'm sure I could learn to deal with eye-sniping. Still though, a character so good with his bow that he just runs around shooting creatures in their eyeballs to kill seems like a...quirk of GURPS to say the least.
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The real difference IMO is that in DF a single headshot that lands usually takes out most characters or monsters, whereas killing e.g. a Goristro in 5E takes a dozen or so crossbow bolts to the head, in my interpretation of the rules at least. (And also the fact that in 5E the DM never responds, "the peshkali grins ghoulishly at you through the ruins of her head. The fact that the top half of her head is missing appears to discomfit her not at all." In DFRPG somewhere between 10% and 40% of the monsters are immune.) This is a feature of DFRPG combat in general: more dodging or parrying because in many cases a single good hit can kill you. Attrition isn't really as much of a thing in GURPS/DFRPG. How you feel about DF may depend to a large degree on how you feel about attrition-based gameplay. P.S. A good fictional example of a habitual headshotter is Kincaid from the Dresden Files. Quote:
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Yeah I also interpret Great Weapon Master in that way too. A massive, skull-splitting blow.
Also thanks for the info. I'm not married to attrition-based gameplay, but I have to admit I don't have much experience outside of it besides Call of Cthulhu and Delta Green, which aren't really games that encourage combat. I'm eyeing DFRPG simply because I still like "Dungeon Fantasy", I just want to try a different way of playing it. |
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Since DF/RPG has PCs starting in the (as sjmdw45 suggests) roughly 5th-10th level range of D&D, just when the crazy heroics start to really come out. DF/RPG is really sneakily an Action game being run in a fantasy setting where the ideals of "Back To The Dungeon" and "Orc and Pie" have been given a lot of free reign. You can certainly run high high-powered social fantasy in it too, but that takes a leetle more work, and DF/RPG works fine for hexcrawls (ironically better as there are professions deliberately tailored to it), and runs great in basically any D&D style you can imagine. DF/RPG Conan is even easily doable, if you hack away a few professions and just give PCs time to heal naturally... † I like to hyphenate GURPS Dungeon Fantasy and Dungeon Fantasy Roleplaying Game Powered by GURPS as DF/RPG, because they are slightly separate beasts, they are really the same thing with a few simplifications on the DFRPG side. Quote:
‡ Especially since 3e started with the idea of "making sure all encounters are balanced"... that's not the D&D I grew up with, and that takes waaaaaay more work than I want to put into GMing a game. |
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Ditto the recent D&D: Honor Among Thieves movie. Holga doesn't take dozens of wounds in the movie; she dodges and parries and jiujitsus until eventually... she doesn't. I had plans to do a Film Reroll of that movie with some friends (same scenario, in DFRPG, but maybe a different outcome). Unfortunately we couldn't find a schedule that worked for everybody and then eventually I lost interest. I can share my writeups for Holga and Dorris if you're interested. The point is, I think you'll like non-attritional play. It's very natural. |
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I started liking Kincaid here: Quote:
P.S. Aha! Kincaid just ran straight into this rule for Intimidation: "-3 if your goal is to request aid." I guess it's probably still his best influence skill. :-P |
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To some degree you can do this in GURPS with plot-tweak powers like luck and serendipity, or by spending xp (or equivalent story points or whatever) for impulse buys, but it's somewhat prone to turning an already somewhat slow combat system into a complete slog. |
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If the contention is that non-comedic stories are more narratively satisfying when there's some kind of dramatic momentum preventing characters from going from fine to dead instantly, that's plausible, and I agree that Luck can help make your games more likely to be narratively satisfying. So can healing or resurrection magic. If the contention is that games which turn out to generate narratively-unsatisfying stories of failure are games which shouldn't have been played, I don't agree. The possibility of failure is inherent to challenging scenarios, and for some people including me, challenge is required for fun. Knowing that a really good plan for dragon-slaying reduces the odds of everyone dying--that's why good plans are worth spending mental effort on! And sometimes it's fun to read stories about everything going wrong, anyway. |
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I have let dragons power parry arrows with breath, and it's expressly a power of the Void Wyrm
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I think Dragons should be able to use applicable breath weapon to "parry" arrows. Fire - burn them up Ice - change the aerodynamics/weight them down Electric/shock - shatter the arrow I'm not sure any other breath weapon would make sense for a "power parry". I also don't know if any of these are in the various deragon supplements mentioned above. |
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In practice, it's not a problem if you do decent encounter design. Throw in a wide mix of foes - hordes of mundance orcs in one fight, a couple of Sword-Arm Golem in another, several siege beasts with shields after that, a floating electric jelly as a boss. The DF books provide a lot of monster types, so use them all. People have already discussed that at length. And I'm not sure what is unrealistic about establishing that Fauxgolas, the elf archer, can shoot a bird's eye out at 100 yards, and then realizing that he can shoot out anything's eye out. He's significantly less effective against 10 orc footmen with shields, because he can't do anything about their shield blocks. |
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You may be right about liver and kidneys (you may want to allow Physiology (Mundane) as a specialty) but as you note, eyes are pretty obvious. I think lungs are probably pretty obvious too and they count as vitals. In any case, I'm a fan of "autopsy the monster afterwards to find out about its physiology and weak spots." Just like in XCOM: UFO Defense. |
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Adding some numbers to illustrate: a simple DX 11 HT 11 orc, with a medium shield, has Dodge 8 + 2 when unencumbered. He can Dodge and Drop for +3 to defend against an arrow hit, which means that even if Legolas can hit one in the eye with 98% accuracy, it will still take four or five arrows on average to actually get an arrow through his eye (I'm oversimplifying Dodge and Drop tradeoffs here but you get the gist). Meanwhile the other 9 orcs are still closing at 10 mph/Move 5. Hopefully Fauxgolas and everyone with him invested in extra Move and not just weapon skills or things could get hairy. |
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Well, actually, the orc isn't dodging nor Dropping. He's using his Shield-14 skill to get himself a Block of 10, and then adding +2 for medium shield DB, and he's just flat out ignoring 75% of the archer's attacks. Even if Fauxgolas can kill an orc on an undefended hit (he can) and can make a potential hit every second (he can), the orcs trotting forward at Move 4 can expect to close 80 yards before they lose half their members.
So yeah, hooray for opposable thumbs and using tools. |
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Sure, the book says to use Physiology... but in practice no group of PCs will learn all those separate Physiology specializations, they'll just start turning every fight into a slog of "target torso" if you try to go that route. Allowing a more diverse selection of skills means the Scouts, Druids, Barbarians can use Survival (appropriate area) or Naturalist (Druids can use Veterinary), Wizards will use Thaumatology for golems and constructs (Wizards might actually buy Physiology, they tend to have the high IQ for the skill), Clerics and Holy Warriors* have Theology and Hidden Lore for Undead and Demons, etc. Just tack a bit of penalty if you think something should be really unfamiliar. I actually removed Physiology and Psychology from my DF/RPG games, no one ever bothered buying if they didn't have to, it was a points sink to the one PCs profession forced to buy it (Holy Warrior) as they usually failed their rolls unless they dumped lots of points into. It really became the provenance of the occasionally hired sage. * And allow Holy Warriors to add their Higher Purpose to those rolls. In fact, just let them add Higher to any roll that gives information on or directly opposes their Higher Purpose foe - Stealth, Perception, Intimidation, etc. Your Holy Warriors will appreciate it. Also let Holy Might/Power Investiture add to Exorcism and Esoteric Medicine, just trust me on this (and then be careful to buff up certain things you don't want them to be able exorcise too easily). |
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The lesson to learn here is that in DFRPG the best defense is a good offense, and quantity has a quality of its own, so hit those players hard and fast! |
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