Re: GURPS Dungeon Fantasy 3 now available!
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Re: GURPS Dungeon Fantasy 3 now available!
How about this as a fairly rough cut - for both DR and weapon bonus damage, multiply by the factors given for each SM below. Round to the nearest whole number, with 0.5 getting rounded down. Therefore:
SM Factor Bonus/DR: 1 2 3 4 5 6 -1 2/3 1 1 2 3 3 4 -2 1/2 0 1 1 2 2 3 -4 1/5 0 0 1 1 1 1 -6 1/10 0 0 0 0 0 1 Neither weapon damage bonus nor DR drops below 0. |
Re: GURPS Dungeon Fantasy 3 now available!
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Re: GURPS Dungeon Fantasy 3 now available!
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You see, the night before DF 3 came out, my room-mate, who wants to learn the GURPS rules well enough to run a simple pick-up game (after only about a decade of gaming), which would probably be similar to Dungeon Fantasy, he was trying to come up with templates for a 'typical' kobold, goblin, orc, gnoll and bugbear. Total time required to come up with templates (at least as detailed as the DF-ones) was less than ten minutes and that included GM-ing tips on how to run the individuals involved and how to give them skills according to their station in life. Basically, coming up with simplistic templates like this isn't the challenge of GMing Dungeon Fantasy. Coming up with Advantage write-ups for the complex powers which often characterise monsters and PCs in them is several orders of magnitude more time-consuming than racial templates and I guess I was hoping for more 'High-Level' stuff in the book. You know, modified Advantages to simulate popular D&D feats, with all the modifiers worked out for me. That would have been useful, since that would have saved me actual work, instead of saving me having to think for a few seconds what Attribute modifiers a given race has. |
Re: GURPS Dungeon Fantasy 3 now available!
I can see some of your points Icelander, however there are a few people (like myself) that are still just starting off in GURPS and my Fantasy Campaign is not 100% finished yet. GURPS Dungeon Fantasy 3 is a great resource for those of us that do not have a fully flushed out campaing world. I may not use every racial template but I will be using several of them.
A nation of Ghouls plays heavily in my campaign so the Corpse-eater was a great treat for me. I'm still waffling on wether to allow Elves and Dwarves in my fantasy world. So from my perspective DF3 is a good resource, not as useful as DF 1&2 but it was worth the price I paid for it and I hope to see more in the series soon. |
Re: GURPS Dungeon Fantasy 3 now available!
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It looks to me like DF: 3 was made to address what some felt were shortcomings. Most complaints about DF was that it didn't dumb things down enough, so perhaps Kromm is making life even easier for our "grab'n'go" GURPS players (as opposed to us who love to sit around tinkering) |
Re: GURPS Dungeon Fantasy 3 now available!
I like the racial templates. I am almost certainly not going to use them as written, but they are very useful to me as examples of how to do various things mechanically. To be perfectly frank, while I have been playing GURPS for a long time, I am not very technically minded. I like to invent my own stuff, but it isn't always immediately obvious to me how to translate my ideas into crunch. These help a lot.
Also, given what kind of series DF is, they were needed. A player who builds their PC by choosing a profession template also needs to be able to just slap on a racial template and go. Quote:
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Re: GURPS Dungeon Fantasy 3 now available!
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+10 characters |
Re: GURPS Dungeon Fantasy 3 now available!
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But still it is nice to have those templates in DF 3 for other GM´s in the group and or when time is short and I as a GM don’t have time to build templates. Also those Cross-Class templates help some players in my group that don’t have the time to build a complete character from scratch. Now just for curiosity! What would DA 4 have? I mean there is not much left is there? |
Re: GURPS Dungeon Fantasy 3 now available!
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b) Treasures. Stacks of pre-built magical and expensive mundane items or a random treasure generation system. iii) Traps. Maybe not Grimtooth-style no-save death traps, but a list of prefab pits (say, a table which sets out how how much damage you take after falling x yards onto a surface of type y rather than requiring the GM to do the math each time somebody falls down), snares, alarms, hidden crossbows, and the like could be useful. four) Random dungeon generation. |
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