Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
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Do you want someone else to do all the work of "converting" them to GURPS? Cause that's not likely to happen. Do you want to hear about someone's experiences running those campaigns for GURPS? That's likelier, but not from me as I've never even heard of some of them or read the others. |
Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
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Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
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Feel free to ask if you have specific questions. |
Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
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So what I'd like is for GMs of DFRPG that have run such 1st-Nth level campaigns to give me feedback on specific campaigns (or adventure paths) on how well did it convert over to DFRPG. Any specific advice you can give on that specific campaign I'd be happy to hear. I'm not looking for general advice of any kind, just on specific campaigns. The 4 I listed that I'm particularly interested in (Warlord of the Accordlands, The Drow War, War of the Burning Sky, and The Enemy Within) are simply because I already own these. If you've run some other 1st-Nth campaign though, I'm open to hearing feedback on whatever specific campaign that is, I might go buy those. |
Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
I'm a player, rather than the GM, in the Pathfinder 1e adventure path Kingmaker, being run under GURPS DF rather than DFRPG. It is a level 1-to-N campaign, but we started it as 250-point characters. We're now well into part four of six, at about 335 points.
At the start, we didn't have much trouble with the fights, but we weren't in practice at low-tech combat. They're now getting more challenging. We are a rather small party: a knight, a wizard specialising in air magic and a necromancer with a cleric as a 75% Ally. |
Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
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Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
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I think if you started this Adventure Path with much lower-point characters, you'd need to award experience quite generously to keep up with the scenario. |
Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
As the GM in question (I don't read this forum section often), I'd say that the levers I have to scale with are very different. Numbers of individuals count much more in GURPS than in That Other Game. Most of the time a reasonably competent monster, and pretty much any PC, can be counted on to hit, so what matters is reducing defences, whether by piling many on one or by going multiply-Deceptive on the attack.
Of course Other Game is basically a Lanchester-style formula: I will do X damage per turn against your hit points HY, you will do Y damage per turn against my HX, if HY/X is less than HX/Y then I will win. (It's simpler than Lanchester because losing hit points doesn't impair ability to fight.) In GURPS, usually the first side to take HP damage is the side that's going to lose - so the party can have an exciting combat encounter and still be at full HP, and that doesn't mean it was a walkover. Another thing that running this game is bringing home to me is that GURPS doesn't have a lot of one-off powers. In Other Game a combatant might only be able to their big attack sometimes, either explicitly N per encounter or because it costs some resource, but in GURPS the fighter can keep on doing double-deceptive cut to the neck all fight long – and the wizard can keep spamming the same spell as long as their FP hold out (or stick to 0-FP-from-high-skill spells), rather than having to switch to whatever they've got left in their memories. So the progress of a combat encounter tends to be "home in on the most effective attack, then keep doing that". And for me the second part of that, the dice exercise, is boring to both GM and players if it takes too long. |
Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
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Re: Experiences with running "level 1 to level 20" campaigns, using DFRPG
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1.) Crippling and HP. A fighter who loses an arm or a leg reduces the offensive and defensive strength of the party. This isn't necessarily fun for the player, although at least you're still allowed to talk to NPCs because you're not dead, and you can still use ranged weapons and magic items and spells. 2.) Logistics. Power items, strength potions, caltrops, fine arrows and crossbow bolts, fine throwing weapons. Most of these are not reusable in the same adventure, although a net or a fine throwing axe or a weapon sharpened with a dwarven whetstone is approximately per-encounter. (Although the GM doesn't have to care what "counts as an encounter", he just has to care whether the PCs have enough time to resharpen their weapons before the next thing happens.) 3.) Explicitly time-bound or metatime-bound abilities, like Uninterrupted Flurry (once every 5 minutes) or Luck or even spells and Kiai. These are basically per-encounter abilities too, unless the encounter pace is faster than the resource regeneration rate. Maybe you Glued the first wave of bad guys to the floor, but the wave that comes along two minutes later has to be dealt with differently. 4.) Time and action economy. A pre-loaded crossbow on a crossbow sling can be readied and fired in two to three seconds, but a second shot would take six more seconds. It's approximately per-encounter. Depending on the terrain and order of battle, the distance between you and the enemy can also be thought of as an approximately per-encounter resource too, especially if there are archers and either the PCs or an evil GM has filled the space between with traps. (Yay for Horde Pygmies!) My players fight hard to avoid getting even within shouting difference of running out of FP, but they're pretty willing to burn items (or at least, the Wealthy ones who are built on the concept of buying and using consumables are), especially for stuff like recon (Wizard Eye) and force multiplication. I like the DFRPG paradigm here better than the D&D 4E paradigm you mention. "I'm too tired to keep fighting/running/casting" is more comprehensible than "sorry, I can't do that move again until I get an hour's rest." |
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