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#10 |
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Join Date: Oct 2008
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While not fully DF, I am running a fantasy campaign that started at 100+50 points that is definitely "DF style" campaign with mostly dungeon crawls and similar
They were pretty powerless and narrow at the start, but they were fully playable, as the few points really had to go to "core things" of the character. Thus definitely no things like deceptive attacks or trying to do something too fast and having to retreat to get a decent defense and similar limitations. The campaign has been going for 60 long(7-9 hours is normal) sessions now and they get a lot of points (1 point/hour of play basically) and are now 500-650 points They are pretty limited in the points they can put in advantages and attributes (Thus most still have attributes in the 11-13 range and such), causing lots of skills with 1-2 points to get a basic probability to succeed and 20+ points in their mains skills. This gives them a very different feel than a character with 15-20 in an attribute and only few points even in their main skills. As for recreating the higher level feeling: I use a variant of the Vitality reserve that Kromm suggested and it seems to work fairly well for the "I can take a hit and barely feel it" thing of middle level D&D characters that the 500-600 points suggests. The amount of vitality reserve they can buy depends on their physical stats so fighter types can buy more than spellcasters. They have currently 2-8 Vitality reserve and most have also bought up their hitpoints to allow for more punishment. |
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| Tags |
| dungeon fanasy, dungeon fantasy |
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