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-   -   White Plume Mountain for GURPS Dungeon Fantasy (https://forums.sjgames.com/showthread.php?t=48708)

Collective_Restraint 12-14-2008 07:25 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
I use the point values to 'balance' the encounters based on hit dice. I stat every thing when Im converting.

Keep in mind I use balance in a somewhat vague sense here as there is no absolute translation.

Nymdok

Yeah, combat balance is kinda hard to evaluate with points. Who's the biggest combat monster: An expert swordsman with ST 12 [20] DX 12 [40] and Broadsword-17 [20] for 60 points or a clumsy but high-powered ogre with ST 19 [81, -10% for SM+1], DX 9 [-20] and Axe/Mace-9 [2] for 63 points ? The ogre probably won't even be able to score a hit while the other one can either aim good targets (vitals, face, etc.) or perform Deceptive Attacks.

Rasputin 12-14-2008 07:30 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
As for ability damage, I did toy with the Attribute Penalty from the Affliction advantage, but problem is, it gives you a HT roll to resist and your margin of failure becomes your damage. And it does recover fast a 1pt/minute. I simply decided to convert it as faithful as possible to the D&D Shadow. I just find that it makes things more elegant. Look at some critters in DF2, some of them have abilities that can't translate straight into GURPS terms. Which is fine by me as it will keep adventurers on their toes :) I should probably put a note that the ST drain can only be dodged as they are Insubstancial :))

The problem with ST drain is that you need to address whether or not you recalculate damage with every loss. Fatigue damage, however, is easy to handle -- at 1/3 FP, you halve it. Done. End of story.

Rasputin 12-14-2008 07:34 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Yeah, combat balance is kinda hard to evaluate with points. Who's the biggest combat monster: An expert swordsman with ST 12 [20] DX 12 [40] and Broadsword-17 [20] for 60 points or a clumsy but high-powered ogre with ST 19 [81, -10% for SM+1], DX 9 [-20] and Axe/Mace-9 [2] for 63 points ? The ogre probably won't even be able to score a hit while the other one can either aim good targets (vitals, face, etc.) or perform Deceptive Attacks.

True, but the ogre can end the fight with one lucky hit. But otherwise, your point is correct. Character points are very vague for this sort of thing. They're really intended for PCs, and the farther you get from a PC, the less useful they are to measure anything.

Nymdok 12-14-2008 07:49 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
The problem with ST drain is that you need to address whether or not you recalculate damage with every loss.

Actually, the recalculating of damge wasn't an issue, it affected ST not HP, the real problem for the party was after a few hits, encumbrance became an issue. The cleric almost collapsed under her own weight!

Quote:

Originally Posted by Rasputin
True, but the ogre can end the fight with one lucky hit. But otherwise, your point is correct. Character points are very vague for this sort of thing. They're really intended for PCs, and the farther you get from a PC, the less useful they are to measure anything.

Although thats somewhat true, for enemies that are Vaguely humanoid, they work pretty well. For Green Slime and Grey Ooze, it was an utter failure, for everything else, it worked out OK.

For the Mathematically Inclined.....For evey combat the ST and DX and Skill of the Attacker matter as do the defenses of the defender. Seems like there oughta be a way to work out damage expectation value for a given set of conditions. Maybe even apply some markovnian math and finally see if its the Mighty or the nimble that have the greatest advantage.

Nymdok

Rasputin 12-14-2008 10:00 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
Although thats somewhat true [that points are worthless for NPCs], for enemies that are Vaguely humanoid, they work pretty well. For Green Slime and Grey Ooze, it was an utter failure, for everything else, it worked out OK.

Yes. But I wouldn't hold fast to them. And another thing, in GURPS, it is easier to defeat a lone foe with sheer numbers. By contrast, your 7th level D&D fighter can take on swarms of goblins.

Quote:

Originally Posted by Nymdok
For the Mathematically Inclined.....For evey combat the ST and DX and Skill of the Attacker matter as do the defenses of the defender. Seems like there oughta be a way to work out damage expectation value for a given set of conditions. Maybe even apply some markovnian math and finally see if its the Mighty or the nimble that have the greatest advantage.

You'd have to limit your assumptions greatly for this. There are literally hundreds of ways to circumvent the whole basic assumptions of melee combat in GURPS.

Rasputin 12-14-2008 10:11 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
Actually, the recalculating of damge wasn't an issue, it affected ST not HP, the real problem for the party was after a few hits, encumbrance became an issue. The cleric almost collapsed under her own weight!

That's an even better reason to use FP. The calculation to ST comes in once, and for Basic Lift, it's a simple quartering, leaving only the messy damage issue.

Nymdok 12-14-2008 11:49 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
That's an even better reason to use FP. The calculation to ST comes in once, and for Basic Lift, it's a simple quartering, leaving only the messy damage issue.

I must admit, my Spreadsheet did it for me :)

I think that the diminishing ST gave my players something different to deal with. Since Excel did the heavy lifting, it was worth the effort.

Nymdok

Collective_Restraint 12-15-2008 10:26 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
That's an even better reason to use FP. The calculation to ST comes in once, and for Basic Lift, it's a simple quartering, leaving only the messy damage issue.

Hmmm just thought of something though. By using FP instead of ST, it will greatly punish spellcasters compared to warriors. Damaging FP is a big impact on a spellcaster's ressource while compared to the D&D shadow that is supposed to cripple warriors. Don't forget that ability damage is part of the Affliction advantage.

Rasputin 12-15-2008 11:15 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Hmmm just thought of something though. By using FP instead of ST, it will greatly punish spellcasters compared to warriors. Damaging FP is a big impact on a spellcaster's ressource while compared to the D&D shadow that is supposed to cripple warriors. Don't forget that ability damage is part of the Affliction advantage.

That is an argument in favor of ST, you have me there.

Collective_Restraint 12-15-2008 11:48 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
That is an argument in favor of ST, you have me there.

I knew I should have been a lawyer ;)


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