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-   -   DF: The Best Races/Classes (https://forums.sjgames.com/showthread.php?t=37146)

Tommi_Kovala 03-05-2008 07:14 AM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by Bruno
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?

Obviously.
Total demolition is merely a continuation of lock-picking by other means.

Not another shrubbery 03-05-2008 08:54 AM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by Bruno
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.

"Wottaya mean there's no dynamite?!" *grumble*

Bruno 03-05-2008 10:02 AM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by Tommi_Kovala
Total demolition is merely a continuation of lock-picking by other means.

That's the next step, or the correct choice if for some reason the traction method doesn't work. My minotaur, for example, deals out 7d+something wielding the Portable Ram all by himself. Doors are but a minor impediment and a noise making device.

The safe would be a bit trickier, but I think something could be done.

Quote:

Originally Posted by Tommi_Kovala
"Wottaya mean there's no dynamite?!" *grumble*

Fireballs are always appropriate, I suppose. Lacks the essential je-ne-sais-quois that smashing it with a sledgehammer hammer has, though.

Not another shrubbery 03-05-2008 10:34 AM

Re: DF: The Best Races/Classes
 
I've always wanted to visit Finland.

heh

Ze'Manel Cunha 03-05-2008 11:27 AM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by Kromm
So this Dependency amounts to injury while the party figures out how to open the doors on the No Mana Prison O' Doom without spells, or as the party journeys down the mile-long mana-free tunnel between the surface and the dungeon, intended to keep the zombies from escaping.

I don't know how Kromm and the rest of you guys feel about aspected magic in general, but one of the things I like to do is to vary up and down the magical aspect of certain areas.

So in a temple dedicated to a death goddess, which is being protected by undead and has been the site of numerous sacrifices, the aspect of the area might very well be +10 for Necromancy and -10 for all other magics, which would be the equivalent of a Very High Mana area for Necromancy and a No Mana area for everything else.

Meaning once they entered the temple the party's Nymph with dependency would be getting real sick because she couldn't process the necromantic energies, but the party's ghoul would be feeling on top of the world.

Kromm 03-05-2008 12:30 PM

Re: DF: The Best Races/Classes
 
Ze's approach is mine as well. I just kept it out of DF because aspecting can get complicated really quickly. But it's a good idea.

vitruvian 03-05-2008 02:47 PM

Re: DF: The Best Races/Classes
 
It occurs to me that you want to be careful with the placement of NMZs, since once recognized, they're not only a hazard to those in the party with Mana Dependency, they're also an opportunity for anybody who may have picked up a cursed item...

Bruno 03-05-2008 04:12 PM

Re: DF: The Best Races/Classes
 
Quote:

Originally Posted by vitruvian
It occurs to me that you want to be careful with the placement of NMZs, since once recognized, they're not only a hazard to those in the party with Mana Dependency, they're also an opportunity for anybody who may have picked up a cursed item...


Curses aren't mana-dependant, they're driven usually by divine irritation.

This will let you ditch an item with Hex on it, but that's just magic.

vitruvian 03-05-2008 07:56 PM

Re: DF: The Best Races/Classes
 
Quote:

Curses aren't mana-dependant, they're driven usually by divine irritation.

This will let you ditch an item with Hex on it, but that's just magic.
I was thinking of cursed magical items, of which there are presumably other types than Hex. The evil Soul Jared wizard in the ancient tome you picked up can't whisper in your mind while in the NMZ, either.

Of course, for divine curse, you need to find a No Sanctity Zone.

sjmdw45 03-06-2008 05:26 AM

Re: DF: The Best Races/Classes
 
Aha! Coleopterans have 4 arms and 1 Extra Attack. Aside from letting them throw 4 throwing hatchets in one turn using the Ranged Rapid Strike rules (at significant penalties, but it can be done), it lets them make up to five unarmed parries per turn before taking penalties (one per arm plus one low-line leg parry). Arguably they should be able to do the same thing with weapon parries, or to defend with a shield, a halberd, and a rapier simultaneously (Extra Attack shows they have the coordination to manage two weapons), which makes up at least a little bit for not being able to wear armor.

I knew those extra arms had to be good for something. :)

-Max


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