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#51 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Would that be a good idea for DF? I'm thinking the main benefit might actually be signal value, if I'm going to GM for some players I've never GM'ed before, or some players who have no experience with the system used (GURPS, Sagatafl, or hypotethically Modern Action RPG), telling them very strongly and directly that "this is for real, this campaign takes place in a dangerous world, and your characters can die." Making a backup character for vanilla GURPS is an involved process, and I don't think many players who are GURPS fans will want to do that. Making a backup character in Sagatafl takes even more effort (whcih is why any such rule there would be a guideline, and would usually give the playes a month or 6 weeks extra time to make the 2nd character, after gamestart), but with the detailed and fairly flexible templates in GURPS Dungeon Fantasy volume 1, it's not very ardorous to make a backup. So would it be a good idea? Specifically for bog-standard GURPS DF campaigns? |
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#52 |
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Join Date: Nov 2009
Location: Oregon
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Sounds good to me. You could give the players the option of making a backup character, or selecting one of a few GM-made characters. Having backup characters made ahead of time also gives you the option of including them as NPCs - they'll drop by in the tavern, chat about their own adventures, etc - so that if they're called on to join the party they aren't complete strangers.
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#53 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#54 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#55 | |
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Banned
Join Date: Oct 2007
Location: Europe
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GURPS DF characters start out highly competent, unlike 1st level characters in level-based RPGs or computer games, yet with the same minimal degree of world experience as those 1st level characters. That makes it impossible to create one potentially very interesting character concept. |
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#56 | |
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Banned
Join Date: Oct 2007
Location: Europe
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There's also a lot of Ars Magica setting stuff that's relevant, both material for older editions, and material for the current 5th edition. I've pointed b-dog towards some of it before, and I'd be happy to help him further, if he asks me. |
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#57 | |
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Banned
Join Date: Oct 2007
Location: Europe
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My instinct, if I were to play in a DF campaign, and if I were to play a fighter type (I'd be much more likely to play some kind of spellcaster, or a Thief, or Bard or Scholar,or maybe Artificer), would be to make a near-beeline to get that Enchantment on my favourite sword, because of the way DR works in GURPS. Would that be a mistake? Presumably the price of $5000 is at least somewhat balanced with the other options. But I imagine it's possible for both GM and players to either over- or understimate how useful getting an AD on one's weapon is. |
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#58 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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For a bit, it made Cadmus sometimes the only guy who could hurt certain folks. It also means that since he does 2d+3 when he's not under the influence of Righteous Fury (which can add up to +6 to swing damage through the ST boost) that he can still inflict 2d cut through DR 6. With RF on, he's at up to 2d+9, but usually something like 2d+7, which means unless you're dealing with DR 20 golems or something, he can hit DR 8 plate armor as if it weren't there, still with 2d+3 cut remaining. Both of those blows will sever a leg or render someone to -HP in one shot. What it still does not do is give you the benefits of high ST and Weapon Master for truly large damage totals of the type that Peter's knights have when they ARE such characters, swinging a flail.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#59 | |
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Join Date: Feb 2011
Location: Cambridge, MA
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See the box on DF:7 page 5 for how to make your DF pantheons more "realistic." |
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#60 | |
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Join Date: Aug 2004
Location: Austin, TX
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The average ST14 knight without Weapon Master, wielding a broadsword, does 2d+1 damage. If that sword has Puissance, he can't reliably hack through the armor of a Golem-Armor Swordsman, a Mindwarper, or a Siege Beast (average damage of 9 vs DR17, 10, and 10 respectively). With Penetrating Weapon, he can (damage 8 vs effective DR 9, 5, and 5 - he still has to get luck against the Golem, but at least it's possible now without a critical hit.) Penetrating Weapon is severely undercosted unless hardened armor is routinely available. I've added a Hardening enchantment, priced the same as Fortify, in my games to balance in better.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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| Tags |
| dungeon fantasy |
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