Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-28-2012, 08:52 PM   #21
CousinX
 
CousinX's Avatar
 
Join Date: Oct 2008
Location: Shangri-La
Default Re: [DF Idea] Diabolization

Quote:
Originally Posted by Dwarf99 View Post
well it looks like the Amazon's going to go with Imbuements and I'm thinking on instituting a campaign wide Costs 1 FP (minimum, but you still get a discount for further FP costs) and Selective Area so those modifiers (since they're default for the campaign) will be "free" thoughts?
Imbuements already come with a 1 FP cost per use, which can be alleviated by taking a -5 to skill.... is that you what mean?

Or are you thinking about applying the limitation, "Costs Fatigue, 1 FP" to all powers, without the -5% price break? I don't know ... I tend to err on the side of wanting lower-cost abilities, so the characters can afford to do more Cool Stuff(tm), but I guess -5% isn't apt to make a huge difference in the long run, and does make for some messy math. Personally, I'm generally still inclined to include all relevant modifiers in anything I post to the forum.


Quote:
Originally Posted by Dwarf99 View Post
EDIT: more thoughts... other than passives like weapon mastery am I missing anything that doesn't cost FP? Speaking of Weapon Mastery how should I handle that? Right now I'm looking at individual skill talents and 5 point talents, though I may make the talents more fluid as in the aptly named Power Ups book.
I don't recall any, though I didn't play through that many times ... I think I finished a few times with a necromancer, played maybe halfway each with the sorceress and paladin, and less than that with the other classes.

Here's a great resource, which I think someone has already linked from: http://diablo2.diablowiki.net/Main_Page

I haven't spent a lot of time there, but it looks like they have listings of all the classes and abilities, down to the stats for raised skeletons. Most of their stats will probably be pretty meaningless to a conversion, because of the steep growth curve for both player damage-dealing capacity and monster hit points, but at least you can get a comprehensive list of everything each class was capable of.

I'd say the most relevant question to a GURPS conversion is, what will be fun to play in GURPS? I agree some abilities should have FP costs, but there are already a lot of FP expenditures in GURPS combat (attacks that drain FP, all the cool Extra Effort feats, the 10-turn 1+Encumbrance cost, etc), and constantly chipping away at the PCs' fatigue gets annoying after a while. Some abilities should probably have other cost mechanisms, like Bone Shield using Regeneration (no cost the character, but happens gradually), or Raise Skeleton a limited number of times per day.

Re: Weapon Master, do you mean the Weapon Master advantage? Or is it something in Diablo?

Also, if you don't have it, I definitely recommend Dungeon Fantasy 11: Power-Ups, which might save you a bit of work, as well as give you some ideas on how to build cool, functional power-ups.
CousinX is offline   Reply With Quote
 

Tags
dungeon fantasy


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:52 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.