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#1 |
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Join Date: Nov 2009
Location: Oregon
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I think more interesting than trying to match the play style of Diablo (ie, mindless mook-mashing while mining magic mmm-equipment) would be to draw inspiration from the character and enemy archetypes and their various powers. The Paladin, for example, is clearly a Holy Warrior with a variety of abilities, from martial techniques to Auras of Power. The Assassin primarily uses Imbuements, powered by a "Combo" Energy Reserve that's refilled by hitting stuff (not sure of how precisely to build that; Limited ER Regen? Follow-Up Leech? Vampiric Weapon?)
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#2 |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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My primary obstacle to Diabloization is that unlike the game devs the GM is subject to the players' demands to justify their abilities' nerfing. Choosing between "It's a 40 foot lizard!! How can it make a 6' skeleton with 8 HP?!?!" and "But the game doesn't charge more for skeletons made from bigger creatures!" sounds like a losing proposition.
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#3 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
EDIT: There's a link at the bottom of the wiki article to the original thread, where an alternate Regeneration build is available if you don't like the de-novo enhancement.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 06-22-2012 at 10:59 PM. |
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#4 |
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Join Date: Nov 2005
Location: Midwest, USA
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You would need an auction house and charge your players real money to buy items from it to convert Diablo 3. It's basically a text-based trading game.
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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#5 |
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Join Date: Sep 2004
Location: Canada
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Seriously guys, spending the thread trash-talking the setting the OP is asking about is not only non-helpful, but downright rude.
I thought we were better than that here. I know not everyone's been rude, but I think the folks who have been know who you are.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#6 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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GURPS Dungeon Fantasy Monsters 1 has a section that's a deliberate nod to Diablo about reusing the same monsters with an added lens.
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#7 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Quote:
Mind you, the lore of Sanctuary (the world the Diablo franchise happens in) is definitively interesting, and it would make a decent DF setting. |
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#8 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Ok, well I figured I was probably gonna have to do it myself if I wanted any actual conversion work, I was mainly just checking to see if anyone had made some attempt to do so...
one thing I will do is convert to Powers because 1) I don't like standard magic. 2) You don't ever see any character doing "Fiddly Bit" magic using any of the prerequisites for various combat magic. 3) Even if you wanted it you could handle it with one or more perks anyway. But yeah I'm pretty much aware that the Barbarian from 2 or 3 could use the base barbarian and the Warrior from 1 could use Knight, the Monk from Hellfire could use Martial Artist (idk maybe the assassin too I'd have to look 'er over) and all I'd really need to do is cook up some abilities that aren't on the default Power Ups lists for the appropriate class and slam bang I'd kind of have a game. I'd use the Triggered Recharge option for sure on some stuff. |
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#10 |
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Join Date: Aug 2008
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Amplify Damage (Level 1): Affliction (Aura of Power, +175%; Costs Fatigue, 3 FP, -15%; Disdvantage, Vulnerability, Physical x2, +40%; Disadvantage, Vulnerability, Energy x2, +40%; Maximum Duration, less than 30 seconds, -75%; PM, -10%) [27]
Amplify Damage (Level 2-4): Affliction (Aura of Power, +175%; Area Effect , 4 yds, +50%; Costs Fatigue, 3 FP, -15%; Disdvantage, Vulnerability, Physical x2, +40%; Disadvantage, Vulnerability, Energy x2, +40%; Maximum Duration, less than 30 seconds, -75%; PM, -10%) [32] Amplify Damage (Level 5-8): Affliction (Aura of Power, +175%; Area Effect , 8 yds, +100%; Costs Fatigue, 3 FP, -15%; Disdvantage, Vulnerability, Physical x2, +40%; Disadvantage, Vulnerability, Energy x2, +40%; Maximum Duration, less than 30 seconds, -75%; PM, -10%) [37] Amplify Damage (Level 9-10): Affliction (Aura of Power, +175%; Area Effect , 8 yds, +100%; Disdvantage, Vulnerability, Physical x2, +40%; Disadvantage, Vulnerability, Energy x2, +40%; Maximum Duration, up to 1 minute, -65%; PM, -10%) [38] Amplify Damage (Level 11-18): Affliction (Aura of Power, +175%; Area Effect, 16 yds, +150%; Costs Fatigue, 3 FP, -15%; Disdvantage, Vulnerability, Physical x2, +40%; Disadvantage, Vulnerability, Energy x2, +40%; Maximum Duration, up to 1 minute, -65%; PM, -10%) [43] Amplify Damage (Level 19-20): Affliction (Aura of Power, +175%; Area Effect, 16 yds, +150%; Costs Fatigue, 3 FP, -15%; Disdvantage, Vulnerability, Physical x2, +40%; Disadvantage, Vulnerability, Energy x2, +40%; Maximum Duration, up to 10 minutes, -50%; PM, -10%) [45] You can use the actual game stats for this one pretty much as is. The only thing is that the level breaks are mostly below game resolution. You could probably break it into 6 levels (each category above), although I'd omit the last one, since 10 minutes of curse is needlessly long for combat purposes. Alternatively, Amp Dmg 6 might just last until the "end of the encounter" as a feature.
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. Last edited by Humabout; 06-28-2012 at 10:31 AM. |
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