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Kromm 03-04-2008 11:40 AM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by sjmdw45

I think of No/Low/High/Very High mana areas as geographic features on the order of miles across at the very least. Is that unusual?

Somewhat so, yes. The most likely source of areas without mana is the Drain Mana spell, which at an hour to cast and 10 energy base cost, and a risk of permanent Magery loss, won't be cast large or often. I'd say that the typical no-mana area in dungeon fantasy would be a 10-yard circle or so.

vitruvian 03-04-2008 01:14 PM

Re: DF: The Best Races/Classes
 
Quote:

I'd say that the typical no-mana area in dungeon fantasy would be a 10-yard circle or so.
Of course, if that's the case, there's going to have to be something preventing the Nymphs and others with the Dependency from getting out of the smallish area before a minute is up, or there won't be much impact.

There's a question - if you have an environmental Dependency, and you stray into an area where that environmental condition is absent, do you start feeling the loss at all before you lose your first HP or FP? Or is your first notice the fact that you feel weak, injured, or tired?

sjmdw45 03-04-2008 01:47 PM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by Kromm
Somewhat so, yes. The most likely source of areas without mana is the Drain Mana spell, which at an hour to cast and 10 energy base cost, and a risk of permanent Magery loss, won't be cast large or often. I'd say that the typical no-mana area in dungeon fantasy would be a 10-yard circle or so.

Hmm, okay. I always viewed Drain Mana as a take on the Warlock's Wheel (Larry Niven), which implies that it articifially accelerates mana drain which might otherwise happen naturally (e.g. as wizards use up mana in the area). Thus, ancient civilizations might get Low or No Mana in pockets or places where wizards used to live.

Thanks for explaining the DF perspective on this.

-Max

Not another shrubbery 03-04-2008 01:52 PM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by vitruvian
There's a question - if you have an environmental Dependency, and you stray into an area where that environmental condition is absent, do you start feeling the loss at all before you lose your first HP or FP? Or is your first notice the fact that you feel weak, injured, or tired?

I would think that you would notice the absence of a constant environmental requirement right away, unless you were greatly distracted (perhaps by an even more pressing danger).

sjmdw45 03-04-2008 01:56 PM

Re: DF: The Best Races/Classes
 
Just thought of another potential advantage to Pixies: is it the RAW or just GULLIVER that bases to-hit bonuses/penalties on *relative* SZ? I can't remember.

A pixie swashbuckler with a rapier and TA/eyes would be quite thuggish under the right circumstances.

-Max

Fabricati 03-04-2008 05:01 PM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by Bruno
Minotaur barbarians for life!!

You sound like the person who owns my FLGS. Admittedly, she ran a half-minotaur, half-troll, too, but...

Rupert 03-04-2008 10:40 PM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by vitruvian
Of course, if that's the case, there's going to have to be something preventing the Nymphs and others with the Dependency from getting out of the smallish area before a minute is up, or there won't be much impact.

That's what traps are for.

Kromm 03-05-2008 12:38 AM

Re: DF: The Best Races/Classes
 
Much of the goal of the Dependency is to force the player to act. "Eek! No mana! Run away!" is more effective than Mind Control in many ways. And the fact that the threat has real teeth if ignored also matters. If the safe is in a no-mana area where Lockmaster doesn't work, has a tough combination lock that requires an hour to open, and your only thief is a leprechaun . . . well, you can see the predicament. Ditto a no-mana area that switches on in a confining trap, which seems likely in a world where traps are meant to hold wizards. Remember that the GM doesn't have to be fair -- this is a genre where some adversarial plotting is admirable, and of course the player did get a buttload of points from the disad.

Tommi_Kovala 03-05-2008 03:20 AM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by sjmdw45
Just thought of another potential advantage to Pixies: is it the RAW or just GULLIVER that bases to-hit bonuses/penalties on *relative* SZ? I can't remember.

A pixie swashbuckler with a rapier and TA/eyes would be quite thuggish under the right circumstances.

-Max

I know it's a powerful and effective build, but I still can't take them seriously, no matter how good they are in melee.

Pixies, dude.

Bruno 03-05-2008 07:07 AM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by Kromm
If the safe is in a no-mana area where Lockmaster doesn't work, has a tough combination lock that requires an hour to open, and your only thief is a leprechaun . . . well, you can see the predicament.

Obviously the correct solution is to get the minotaur barbarian a chain long enough to tether him to the safe with him outside the NMZ, then you buff him until he glows in the dark and he drags it out to somewhere where the silly little faerie can do his stuff.

What?


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