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Old 07-15-2012, 02:44 AM   #31
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Originally Posted by Langy View Post
I don't think b-dog meant 'tribe' in the 'stereotypical low-TL savage' sense, exactly. More 'here is a racial group, and here are a number of specific templates that go with this group, and here is a very short discussion on the stereotypical culture of the group and how you can adapt it to other cultures'. So an Orc 'tribe' might include Soldier, Chieftan, Shaman, and Seargent write-ups and a short discussion on how Orcs in fantasy eat other sapient creatures, typically stick together rather than mixing with human bandits, tend to have a militaristic bent, etc. It might also include suggestions on using these templates for a different culture, such as one based on the Mongols (give all the Orcs Riding, and give archers Mounted Archery), etc.
That is exactly what I would like. It would simplify things for me greatly. Say you have PCs going into an orc cave, well it would be cool to have stats for the chief, subchief, witch-doctor, shaman, sergeant, lieutenant, general fodder etc. And then have stats for an ogre cave , troll cave, goblin cave, etc. and maybe even one for mixed humanoid cave. A shadow elf cave would be different and would have power magic and so on.

For monsters it is easier to just plop one in an encounter but for humanoids, it is useful to have them statted out so you can use them on the fly, especially for random encounters in the wilderness on the way to a dungeon or even in the dungeon there could be a band of orcs or trolls looking for treasure or delvers to eat.
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Old 07-15-2012, 04:24 AM   #32
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Originally Posted by b-dog View Post
That is exactly what I would like. It would simplify things for me greatly. Say you have PCs going into an orc cave, well it would be cool to have stats for the chief, subchief, witch-doctor, shaman, sergeant, lieutenant, general fodder etc. And then have stats for an ogre cave , troll cave, goblin cave, etc. and maybe even one for mixed humanoid cave. A shadow elf cave would be different and would have power magic and so on.

For monsters it is easier to just plop one in an encounter but for humanoids, it is useful to have them statted out so you can use them on the fly, especially for random encounters in the wilderness on the way to a dungeon or even in the dungeon there could be a band of orcs or trolls looking for treasure or delvers to eat.
You can do some of this (ish) with DFM1, combined with DF15 you can easily flavour a number of beasties, some very different from each other due to other optional templates and power ups. The DF Monster series would be a good place to further the "add role to template to base build" mix and match route for monster building however, much more appropriate than the DF core books for sure.


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Originally Posted by Kromm View Post
Which don't exist in DF. :) Remember that we're treating the series as a hermetic game. Kitbashers are welcome to play, but the supplements are designed to support canonical DF.
Oh... good point. Forgot about that.
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Old 07-15-2012, 04:42 AM   #33
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Kitbashers are welcome to play,
Thank you very much! :)
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Old 07-15-2012, 06:55 AM   #34
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Precisely. I don't yet have DF15, but it sounds like it fills exactly the desired hole - apart from the issue of quick equipment loadouts. I definitely will still appreciate more DF Monsters books, but for humanoid opponents I prefer using the template model. Even if you don't care about the points for enemies, it adds the possibility of utilizing them as Allies or PCs.
Right, and I wasn't suggesting replacing DF15 with something else, I was suggesting supplementing it with pre-created, pre-statted, pre-equipped characters, along with combat tactics info and suggestions on how to customize to different situations.
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Old 07-15-2012, 08:46 AM   #35
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Right, and I wasn't suggesting replacing DF15 with something else, I was suggesting supplementing it with pre-created, pre-statted, pre-equipped characters, along with combat tactics info and suggestions on how to customize to different situations.
I definitely wouldn't turn down such a supplement! Even if I didn't use the premade characters directly, it always helps to have examples to build from.
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Old 07-15-2012, 09:48 AM   #36
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Other than all the traits and equipment that are useless for an enemy, and the lack of worthy foes made like this. At 125 points, they're advanced fodder. And as points go up, making foes in this way takes longer and longer.
DF15 includes up to 250 point characters; it is true that it's lacking any 300+ point possible characters, but it definitely has Worthies covered.

Well, the bit about a hireling carrying a good chunk of your equipment turning out to be a doppelganger wanting to eat the party sounds like a Worthy to me...
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Old 07-15-2012, 10:27 AM   #37
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

Am I the only one that is disappointed that there are no Nodwick quotes in this thing? (that's the only negative point for it in my book)
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Old 07-15-2012, 11:35 AM   #38
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

Page 25 in DF15 notes Asbestos Hands as a perk yet it allows more than one point to be spent on it. Should this be an advantage?
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Old 07-15-2012, 11:45 AM   #39
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Page 25 in DF15 notes Asbestos Hands as a perk yet it allows more than one point to be spent on it. Should this be an advantage?
I see no reason why. There are multiple leveled perks already in the game, and they're still considered perks rather than advantages.
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Old 07-15-2012, 07:13 PM   #40
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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I see no reason why. There are multiple leveled perks already in the game, and they're still considered perks rather than advantages.
Yep. Lots of 1 point/level advantages are treated as perks. In effect, they're one perk per level, which matters in campaigns that stick to perk limits.
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