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#31 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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oh and yes when I get something done I'll post...
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#32 | ||
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Join Date: Oct 2008
Location: Shangri-La
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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:
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. |
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#33 |
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Join Date: Nov 2009
Location: Oregon
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The Diablo 2 Barbarian has a slew of Weapon Master abilities, which give passive bonuses (damage, to-hit, and crit rate, IIRC) to a particular class of weapon. I think that maps pretty well to GURPS Weapon Master. Higher weapon skill and/or limited Striking ST could also fit, if you want to have higher "levels" of Mastery.
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#34 |
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Join Date: Sep 2004
Location: Canada
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Increased crit rate is (at least in part) a natural and automatic part of skill progression in GURPS, so I definitely wouldn't worry about that. Everyone enjoys it, which does make it a little less special to one class or another - an idea might be to allow Barbarians a variant critical hit table instead, with more reroll-damage/max-damage/double-damage type outcomes.
Kromm's talked about variant critical hit tables on the forum before, in http://forums.sjgames.com/showthread.php?t=51124 and on a magic sword in http://forums.sjgames.com/showpost.p...58&postcount=7 and etc.
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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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#35 | |||
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Last edited by Dwarf99; 06-29-2012 at 11:42 AM. |
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#36 | ||
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Join Date: Oct 2008
Location: Shangri-La
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That seem reasonable. Or maybe a modifier to Weapon Master, like "Enhanced Criticals, +20%." |
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#37 |
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Join Date: Sep 2004
Location: Canada
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Depends on what you're doing for the critical hits,
"Normal damage only" is 36.6% of the time (9, 10, 11); "normal damage" and "normal damage and some bonus feature" covers 4, 7, 8, 9, 10, 11, 12, 13, 14, and 17, or a whopping 84.3% of the time that you crit. If you're adding a modest bonus to "Normal Damage Only" (+1 damage per die, roll twice and take the highest, roll an extra die and drop the lowest) that's probably close enough to a perk, yeah. If you, say, upgrade all "Normal Damage Only" crits to "Roll three times, pick the best", that's like Ridiculous Luck (Aspected: Damage Rolls In Combat, -30%; Accessability: 9% of the time, -35%) - crits are about 10% of attacks, and this is only for about 84% of crits. Thats in and around a 25 point advantage.
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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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#38 |
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Join Date: Oct 2008
Location: Shangri-La
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Here's the Necromancer's family of ranged attack powers, which could be bundled as Alternate Abilities. They might not match up exactly with the Diablo abilities, and certainly have fewer "levels," but they seem like workable, fun powers for a Diablo-themed game. All use the Innate Attack (Projectile) skill to attack.
Teeth All Levels: (Costs 1 FP, -5%; PM, -10%) Level 1: Cutting Attack 1d+2 [10]. (Alt: [2]) Level 2: Cutting Attack 1d+2 (ROF 3, +50%) [16]. (Alt: [4]) Level 3: Cutting Attack 2d (ROF 5, +70%) [22]. (Alt: [5]) Level 4: Cutting Attack 2d+2 (ROF 10, +100%) [34]. (Alt: [7]) Bone Spear All Levels: (Costs 1 FP, -5%; Increased 1/2D, x5 +10%; PM, -10%) Level 1: Impaling Attack 1d+1 [10]. (Alt: [2]) Level 2: Impaling Attack 2d+2 [20]. (Alt: [4]) Level 3: Impaling Attack 3d+3 [30]. (Alt: [6]) Level 4: Impaling Attack 5d [38]. (Alt: [8]) Bone Spirit All Levels: (Cosmic: Ignores DR, +300%; Costs 1 FP, -5%; Homing, Detect Living Things +80%; Increased 1/2D, x5 +10%; PM, -10%; Reduced Max Range, x2, -5%) Level 1: Toxic Attack 1d-1 [14]. (Alt: [3]) Level 2: Toxic Attack 1d+1 [25]. (Alt: [5]) Level 3: Toxic Attack 2d-1 [32]. (Alt: [7]) Level 4: Toxic Attack 2d+1 [44]. (Alt: [9]) |
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#39 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Keep 'em coming I'm working concurrently on Barbarian, Amazon and Sorceress. I've so far got very generic item rules too, I'll get specific as needed or to provide a baseline. I'm looking at considerable use of Improbable Materials and the "+1 per descriptive word" Cinematic Weapon option from Weapons and Warriors (don't remember which LTC that is off hand) to account for weapons that are "jagged" or "wicked" or whatever.
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#40 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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These classes were built using a combination of d20 stuff and Diablowiki stuff. Due to the changes in D3, gender restriction is declared optional in my writeup. What I have listed here is work in progress and free for any nitpicks you might have.
Amazon (Diablo 2) Scout/Thief (DF 1) Additional Abilities and Skills • (Required) Imbue 1 (PM -10%*; Aspected: Only for bows, spears, and thrown weapons -20%) [7], purchase additional levels as needed. • Imbuement skills: o Burning Strike o At GM option, can be combined with Binding Strike to freeze the target in a block of ice. Conic Blast o Penetrating Strike At the GM's option Strafe may be represented by combining Conic Blast and Multishot. o Shattershot• Decoy: Duplication (Construct +60%; No Wounding -50%; Duplicated Gear +100%; PM -10%) [73] o You have a construct that looks like you in every respect including any gear that you may have. The construct serves to distract others from targeting you, but cannot attack enemies in a meaningful way.• Inner Sight: Night Vision 2 (PM -10%) • Jab: Extra Attack 2 (Spear only-20%; Multistrike +20%) [50] • Slow Missiles: Parry Missile Weapons skill • Valkyrie: Ally (Summonable or Conjured +100%; Same Value) [4] Additional Notes: *The Sightless Eye may have Chi, Divine, Magical, or Psionic as appropriate or preferred by the GM/Player. The scout melee weapon choice must be spear. Barbarian (Diablo 2 and 3) Barbarian(DF 1) Gender Restriction: Male Additional Abilities and Skills: • Bash: Forceful Blow o The requirement for Weapon Master is equivalent to the normal requirement for the Imbue advantage, since the smallest category is Imbue 2 anyway.• Battle Cry: Kiai skill. • Battle Orders/Command: The GM may require Extra Option to use the GURPS Martial Arts abstract variant of the Tactician skill. Doing so allows the Barbarian to grant up to 1 reroll per margin of success to himself or his allies though the default assumption only applies the bonus to any followers or other players. Obviously in these instances the Tactics skill is allowed to Barbarians. The GM may also allow the barbarian to expend FP for additional Margin of Success, but this may require another or Unusual Background. • Double Swing: Dual Weapon Attack Technique o Double Throw can be the equivalent attack with thrown weapons• Find Item: Detect (Mundane items only, Occasional; Uses Corpse -10%; Melee Reach C -30%; Cosmic: Absence of items produces gold up to 3dx3% of starting cash for appropriate wealth +50%) [11] o Snatcher wasn’t used due to an inability to specify the item, while the cosmic result of failure to detect something was thematically appropriate to the ability. GMs who don’t want to pre-plan what monsters have which items in their gullets can simply roll. Occasional items happen on 12+ (making 11 or less gold). The Melee modifier suits the requirement of rummaging around in a corpse.• Find Potion: Create (Healing Potion; Uses Corpse -10%; Melee Reach C -30%) [11/level up to 4] o You can create a potion that heals 1d per level. Unlike the Healing advantage it doesn’t cost FP but can only have up to 4 levels (the largest existing healing potion). This is equivalent to healing capped at 8 FP and reducing FP cost by 8 which is a net +150% modifier. An equivalent healing advantage would cost 72 points which drops to 18 points per level. The modifiers above decrease this to 11. The melee modifier indicates you must touch the corpse.• Frenzy- simply a rapid strike, but don’t forget to account for Weapon Master if you have it. The barbarian is only limited by skill on how many attacks he can make and only takes -3 per attack if he’s a weapon master. If reliable attacks are desired purchase Extra Attack (Multi-strike +20%) [30/level] but you should also discuss Costs FP per strike with your GM. • Grim Ward: True Faith (Area Effect 2 yards +50%; Extended Duration x10 +40%; Turning +65%; Uses Corpse -10%; Special Effect: immobile, can’t concentrate) [37] o By playing around with monster guts and making a will roll, you can make an area suitable for turning evil creatures. Such creatures can’t get within 2 yards per Margin of Victory and must move out of that area if they’re already there. This effect lasts for 10d seconds after which time the monsters have familiarized themselves with this ward and a new one must be created to ward off monsters.• Howl: Terror (Hearing Based -20%) [24 + 8/level] • Increased Speed: Enhanced Move x 1.5 (Instantaneous Acceleration +50%) [15] • Increased Stamina: Optionally the GM may allow characters with Stamina an appropriate Energy Reserve. Barbarians have ER (Rage) in such cases. It is up to the GM to decide whether Mana or Stamina potions refill this type of ER even if spellcasters use mana for their own ER. • Iron Skin/Natural Resistance: The GM may allow Barbarians to purchase unmodified DR. • Leap: Super Jump (All Out -25%) [8/level] o Leap Attack removes All Out [10/level]• Shout: Affliction (Nauseated +30%; Area Effect 16 yards +200%; Emanation -20%; Hearing Based -20%) [29] o Warcry: add Link +10%; and Selectivity +10% [+2] + Innate Attack (Area Effect 16 yards +200%; Emanation -20%; Hearing Based -20% Link +10%) [27].• Taunt: Affliction (Berserk +150%; Hearing Based -20%) o You incite rage in your target which must be able to hear you and generally comprehend you are attempting to provoke them. Since it’s you that is inciting the rage, you are the “immediate threat”.• Stun: Targeted Attack Pressure Points/Torso. Though the standard Diablo Barbarian doesn’t get to do the other things associated with pressure points strikes to other locations; that can be waved off as the breaks of the game. • Weapon Master (at the most 5 weapons: Axe/Mace, Pole, Spear, Sword, Throwing) [20+]
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Last edited by Dwarf99; 07-10-2012 at 02:32 PM. |
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