DF: The Best Races/Classes
What do you think are the best, most munchkiney combos in DF? Or at least fun synergies?
1.) Is it just me, or is Wizard-Swashbuckler with Rapier Wit an awesome combination? Free-action, no-FP-cost mental stunning of anyone who speaks your language, using an IQ skill for which the rule of 16 does not apply? Yes, please. That's not even counting the ostensible advantage of the lens, which is enhanced defenses and luck. 2.) As pointed out in a different thread, slings are awesome. Gargoyle knights with slings are even better. 3.) In fact, gargoyles in general are pretty cool. Night vision gives you a tactical advantage over anyone who doesn't have it (douse the lights--they'll be at -5 skill relative to you), flight is great for strafing with missiles and/or gaining height bonuses in melee combat (+3/-3), and who can say "No" to a little bit of extra DR? The unarmed combat advantages might be nice for "friendly" scuffles in town, although the +1 HT doesn't matter because you could have bought it anyway. 4.) Nymphs are cool. +10 reaction bonus?!!! I haven't figured out how to use this but I like the idea a lot. The one thing that turns me off is that I can't figure out how the mana dependency should be gamed. A given dungeon is going to be either No Mana or not, right? The nymph will either be irrelevant for that adventure or not. 5.) Trolls are cool conceptually, but Regen (Regular) is too slow for my AD&D-trained brain. Should be Regen (Fast) and enhanced DR, even if that makes them more expensive than Ogres. 6.) Pixie Thieves seem like a great idea. SM -6 is great defensively, and +3 DX for 25 points is great too. In fact, Flight + Magery 0 + Enhanced Dodge make the Pixie a natural vehicle for the Wizard-Swashbuckler combo, especially since that makes ST -5 semi-irrelevant. If only I could figure out this Dependency (Mana) thing... 7.) The Draconic's Trivial vow makes me laugh. -Max |
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Minotaur barbarians for life!! |
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I'm also in favor of making mana dependant creatures take HP damage at a reduced rate in Low mana areas (1 per hour probably) simply because it gives the disadvantage a chance to come up at the "mildly dangerous" level from time to time, giving a middle ground between "Fine" and "ACK!" |
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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?
-Max |
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Yeah, I think so. There's no reason that, say, a single room with a powerful altar in it can't be Low- or No-Mana due to the sanctified energies. I'm also in favor of oozes with Mana Damper (Area Effect) as a trait, specialized areas that have been drained of mana specifically so the dungeon keeper could imprison mages there, and so on. Odd mana doesn't have to be a "natural" feature on a geological scale -- there are lots of justifications for screwing with mana level.
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The Dependency was added on the assumption that GMs will have areas with no mana in dungeons, but not entire dungeons without mana. As DF 2 says, "Don't fill a whole dungeon with no-mana areas just for kicks, though – that's boring for wizards and bards, and unfair to PCs with magical Signature Gear." And that's the truth. 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.
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Nymph Bard, definitely. Enthrallment skills are relatively inexpensive and free to use, and the reaction bonus alone means you have a good chance of walking into a den of humanoid "monsters" and getting them to listen to your "request for help" (actually an excuse to start spinning your Enthrallment story).
Halfing Scout is a no-brainer. The bonus to Bow and the Silence are incredible advantages, and the low SM means even more penalties to notice you tracking me. Leprechaun Wizard. The Charms perk is potent if you think about it. Any three spells, ignoring prereqs? Nice if you're a dabbler, dangerous if you're a trained wizard with lots of FP. |
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I was working on a Troll Scout. High Per, added DX, Discriminatory Smell adds to tracking. Regeneration is appealing, as is Universal Digestion (you don't need to worry about carrying rations).
Signature Gear (Salamander Amulet) [10] is a pretty good deal for those playing a troll, and I would also allow them to purchase a couple of levels of Light Visions [1] (to negate penalties for bright light; probably limit them to 1-2 levels, as would be realistic for a human). I say some regeneration is better than none...even if they have to take a few hours to recover, not needing to rely on the clerics for healing is very advantageous. I don't really like the Pixies...yes, they can be made into very abusable, munchkiny characters, but they just feel too small! As has been mentioned in another DF thread, the Leprechauns "charms" could be highly abusable. |
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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? |
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Thanks for explaining the DF perspective on this. -Max |
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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 |
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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.
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Pixies, dude. |
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What? |
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Total demolition is merely a continuation of lock-picking by other means. |
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The safe would be a bit trickier, but I think something could be done. Quote:
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I've always wanted to visit Finland.
heh |
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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. |
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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.
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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...
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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. |
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Of course, for divine curse, you need to find a No Sanctity Zone. |
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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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Edit: I'm actually playing this character now. |
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There is one really annoying thing about pixies... they require orichalcum weapons. With their 1/25 weight factor, normal weapons will snap the first time they try to parry anything at all. Combine that with the -6 damage bonus and their basic ST 5 (1d-4/1d-2 damage), and you might as well forget about ever buying "Faerie" weapons and resign yourself to a (0.1) armor divisor since it's not worth paying e.g. $12,000 for a tiny orichalcum smallsword that does th-5 i.e. 1d-9 damage. Take the $480 one that does 1d-9 (0.1), use it to parry, and attack only with spells and powers.
-Max Edit: fixed cost and weight |
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Probably better to use Dodge as your main defense (after all, since they have at least a -6 to hit you due to SM, possibly more due to flight movement, you stand a good chance of not getting hit), and attack either with spells or with impaling attacks to the eyes (going melee with a spear or something is preferable for this, due to the +4 you get for relative SM). Of course, for the latter option, you need a barbarian or at least a knight for the boosted ST, to offset the -6 to damage. Of course, I'd probably limit those reductions to sw-2 or thr, since it doesn't make sense to me for pixies to do less damage (especially crushing) with weapons than with their fists. Unless Kromm chimes in to mention that the -6 is supposed to apply to unarmed damage as well... |
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Ogres and warhammers are great!
I´ve played once with one deaf-mute half-ogre... He had IQ 7, but, man, how can you trick a deaf-mute pike monstruosity? It´s like telling a joke to The Hulk, as he screams "Puny Human!" |
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DO you get a bonus for relative SZ in vanilla? I remembered something about that but couldn't find it in Basic's weapon to-hit modifier charts, so I decided it must be something from GULLIVER. -Max P.S. I agree that weapons that do less damage than fists are rubbish. |
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More details on SM in combat are in the FAQ, I believe.
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Is the minimum 1 pt of impaling damage, doubled to 2, enough to blind the target in that eye? |
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Has anyone written up TFT's Cidrian Octopi as a DF race? I'm thinking Wizard Scout, though Holy Warrior Swashbukcler has it's merits.
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Hmm,
Pixie Martial Artist/Barbarian - ST 8 DX 19 (+Power Blow) Or Pixie Barbarian/Martial Artist - ST 12 DX 16 (+Power Blow) Some damage might actually be dealt here, and it won't suffer from the -6 weapon modifier. "I's gonna punch yer eye out!" |
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