Re: Dungeon Fantasy needs a bare-bones setting
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http://batintheattic.blogspot.com/20...y-sandbox.html |
Re: Dungeon Fantasy needs a bare-bones setting
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Also I used a rough guideline of 20 pts per level or HD with a liberal dose of common sense about which abilities are combat effective and which are not. |
Re: Dungeon Fantasy needs a bare-bones setting
I've generally found that in most combat situations, there are 3-4+ minds applying a coordinated strategy against mine. Which generally means they generally are in pretty good shape.
I tend to apply something I learned in Savage Worlds to Melee combat in GURPS. Make a creature hard to hit, but low health, or vice versa. Make a creature skilled at hitting but weak damage or vice versa. It's worked rather well, especially when combined with the mook rules. Magic is a little harder to predict the impact of, especially given the number of spells available, etc. However, I find that if magic is available to the players, it will usually result in their favor. All that said, combats that I thought were going to be a challenge were quickly taken care of and things I thought were going to be easy just about resulted in a TPK. Thus, I will adjust stats on the fly. If I have a creature that has high skill, low damage, is hard to hit, and low hit points, I may adjust their skill or DR down if the players are having too difficult of a time hitting it. If questioned, I can attribute it to some magical buff or something. If it's a modern/realistic setting, then maybe they were initially amped up on adrenalin... Just some thoughts in case they help, they probably won't be acceptable to everybody, but might to some. But I guess I'm aiding the digression from the original topic...apologies. |
Re: Dungeon Fantasy needs a bare-bones setting
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