Re: The ability of DFRPG PCs to "break" the world
It's worth noting that you don't need to get up to 500 points to tear through those 62 point guards. A swashbuckler who, say, spends their 60 points in optional advantages on Striking ST 2 and Extra Attack 2 will already do that pretty well, easily attacking 4 times per second (with rapid strike) and penetrating armor that would be perfectly adequate protection against the blows of a normal fighter (2d+3 cut or more). But DF seems to assume 250 point characters aren't that exceptional, so the solution to out-of-control 250 pointers is to send an equal or greater number of 250 pointers against them (or maybe a 350 point assassin or well, you get the idea).
There's arguably a diminishing returns on having more points if you go by DFRPG RAW, since it doesn't allow more than one rapid strike per turn, caps Extra Attack at 2, etc. But traditionally it's not just the points that make high-end delvers powerful, it's also the absurd arsenals of magic items they accumulate. |
Re: The ability of DFRPG PCs to "break" the world
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The scenario doesn't exist in a vacuum. Brawling is DX easy and a 500pt fighter will have higher DX naturally, dmg is based on ST which is also something fighters have. I would wonder why anyone would put 1pt into Brawling and not add the 3 more to get a +1 per dmg die. Minus the 60pts to get weapon master and 20 skill where did the other 440pts go (436 if you include 4 for Brawling)? Finally to be really difficult un-weaponed doesn't mean no rings, potions, magic cloth armor, just that you aren't walking around with a pointy device that says "this end in enemy". How bout a walking stick, that should get a -2 for Broadsword, a baton would get a solid default to dagger/short sword, a leather purse filled with coins. Or the fighter just planned poorly and put all their money into a sword they aren't allowed to carry in this town and skills in a weapon they don't have on them. This is not a system issue, its a risk reward issue. Choose to take 4 points to get skill 22, or live with skill 21 and put 4 points in some unarmed fighting skill that you may never need. The same argument applies for swimming you fall in water, you swim or die, or you gamble it won't happen and you add those points to bump up Direction Sense. This is the point of a "point buy" system. You make your choices and see where they take you. |
Re: The ability of DFRPG PCs to "break" the world
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As you said Magic items, or other skills and abilites. |
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I could do that just fine in Amber Diceless. But I'm not sure what you would do in GURPS to come up with a hero who was the equal of forty normal men. |
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RFisher: Under Heroes, does "They have the fighting ability of four figures" mean that they are equivalent to 4 men or 80 men? Gygax: Heroes are used only in Man-to-Man play, so one is equal to four normal men. RFisher: I understand that hero v. hero would be resolved on the Fantasy Combat Table. Hero v. normal forces would be resolved on the regular Combat Table. (The hero being classed as heavy foot, armored foot, light horse, &c. as fit the particular hero.) But were heroes & other things from the Fantasy Supplement ever used with the man-to-man rules? If so, how? Gygax: I am quite at a loss to answer that, as the Hero and all the other Fantasy supplement figures were employed only in the play of Man-to-Man games, never in the mass system where one figure equalled 20. Source: https://deltasdnd.blogspot.com/2009/...asy-scale.html |
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