[DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better underground
I'm going to be running a GURPS Dungeon Fantasy campaign soon, with a specific setting that my brother and I created, and I was hoping somebody could help me out with the game mechanics.
The first question is pretty simple. I want all the characters to be an away team for the Dungeon Crawler's Guild for the region, and I'm thinking I want both a Duty (12 or less) and a Patron, but I'm not sure what the base cost should be for the Patron or how often it should show up, or even if it counts as a Patron as opposed to a job. The guild is quite powerful and rich in the region, and they offer some equipment and help, as well as training, but I'm not sure how extensive the help is. Second question is a little more complex. Basically, in this world the farther down you go underground the more powerful magic you can do, which is why so many ancient empires have dug huge underground dungeons, catacombs, etc. but then inevitable collapsed because of some situation, whether a huge earthquake or waking up something scary in the depths. I could just give modifiers to magic the farther you go underground, but that seems like it would really mess with game balance, what with magic users getting more and more powerful as you go farther down. But I had another idea, which is that FP regenerates faster underground, allowing you to cast your big spells more easily. So when you're up at the higher levels you don't want to cast a big spell and wipe out all the less powerful guys because you're saving your FP, but when you get down to the lower levels you NEED those big spells, and fortunately, you can cast them with more impunity. Problem is, I'm not sure if this makes sense or if there's a better way to do it. Does anybody have any ideas? Any help would be much appreciated. |
Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
Faster FP regeneration will help the big spells but it will also let you cast the little spells more often and sustain spells longer.
If this is just a plot thing it might only affect ritual magic. then it won't mess with the balance of Dungeon Fantasy at all. Or it might affect the modifiers for really high skill. Say from skill 30 and above, out of the reach of most delvers. It could increase spell duration without significantly affecting the game (I think). Or conditions might get so tough as you go lower that even the fighter's will be glad the mage has more FP. |
Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
The magic could be aspected the deeper down you go. The underworld is often thought of being the land of the dead and also a gateway to Hell so maybe udead and demonic powers get stronger due to sympathetic magic. This way evil liches, wraiths and other undead may choose to live below the earth because their powers are stronger there. Also, creatures that worship demons might also have stronger powers because the connection to Hell is stronger. And maybe Elder Things have built societies deep below the earth to wait for the stars to be right to unleash their deities of mindless insanities upon the world.
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Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
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But is that a problem with the game mechanics or game balance? I can't really see a real problem with it, but I don't know as much about the RAW as most people here. Quote:
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Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
Since the Underworld is where the gods live and where magic comes from, it is a very active area in general, right?
So it isn't just Mana down there. It is orgone or something like that. Something raw and primal down there that can keep people all vitalized, but it shouldn't be without risks. Check out Infinite Worlds p. 74-75 for information about Oz particle poisoning. Don't call it that, of course. Call it being overwhelmed by the power of the gods or something like that. Filled with so much life you get the shakes, or you feel more attuned to the universe. Weird effects happen down there and people who go into the deep parts of the world don't often come back up unchanged. Protective measures can be specially blessed and prepared holy items that bleach as they absorb the power that surrounds. Even so, characters might come back up with sunburns and eventual heavy tans from the power they've been exposed to. |
Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
If everyone in the delving band has the same Patron and Duty to the patron, I wouldn't bother figuring out the cost. It's part of the Campaign background. Just decide what the Patron does for the PCs and keep that consistent.
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Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
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Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
Consider using threshold magic. If the effect of depth included increasing the calamities divisor, deep down would be the place to go for really big spells, yet still have fun weird side effects.
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Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
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However... Quote:
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Re: [DF] Game Mechanics for Dungeon Crawler's Guild and magic that is better undergro
I was actually just looking into threshold magic yesterday and musing on whether it would fit, but I didn't think of combining them and staggering it based on how far underground it is... that could work really well. Thanks for the advice, guys!
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