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Old 03-16-2020, 02:52 PM   #11
Skarg
 
Join Date: May 2015
Default Re: In what difficulty 'mode' do you play Death Test?

Yeah, the one 36-point and two 34-point options sound like interesting challenges to me. Maybe if they use some particular tactic or design... I guess with the new Legacy talents, there might be something... hmm...
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Old 03-16-2020, 03:06 PM   #12
hcobb
 
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Default Re: In what difficulty 'mode' do you play Death Test?

36 attributes unlocks Master Fencer
ST 9, DX 14, IQ 13, MA 10
Very Fine Rapier(1d+2+2, -3 to be hit), Small Shield(1+1, -1 to be hit), Main Gauche(?)
Master Fencer, Physicker, Shield Expertise (plus all the pre-reqs)

Attacks in a non-magical Blur.
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Old 03-16-2020, 03:12 PM   #13
Shostak
 
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Default Re: In what difficulty 'mode' do you play Death Test?

Quote:
Originally Posted by Skarg View Post
Yeah, the one 36-point and two 34-point options sound like interesting challenges to me. Maybe if they use some particular tactic or design... I guess with the new Legacy talents, there might be something... hmm...
It is quite a challenge for simple Melee characters. No talents.
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Old 03-16-2020, 03:21 PM   #14
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Default Re: In what difficulty 'mode' do you play Death Test?

Typical 32 point Melee character: ST 13 DX 19, Longbow(1d+2x2), Halberd(2d)
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Old 03-16-2020, 04:41 PM   #15
larsdangly
 
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Default Re: In what difficulty 'mode' do you play Death Test?

It hadn't occurred to me that they might have meant 32 points between ST+DX only!

Also, why did you give your master fencer a 'very fine' rapier? I suspect he our she would enjoy having it, but it is not quite cricket to assume something like that in a game of Death Test...
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Old 03-16-2020, 05:10 PM   #16
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Default Re: In what difficulty 'mode' do you play Death Test?

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Originally Posted by hcobb View Post
Typical 32 point Melee character: ST 13 DX 19, Longbow(1d+2x2), Halberd(2d)
Ha! Yeah, that's not what I meant. Even though I did say Melee rules only, I was still factoring in 8 points on IQ.
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Old 03-16-2020, 10:27 PM   #17
hcobb
 
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Default Re: In what difficulty 'mode' do you play Death Test?

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Originally Posted by larsdangly View Post
Also, why did you give your master fencer a 'very fine' rapier? I suspect he our she would enjoy having it, but it is not quite cricket to assume something like that in a game of Death Test...
DT-2 specially allows fine weapons and you can just squeeze a fine rapier into a starting character, but he'll walk stiffly.
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Old 03-16-2020, 11:00 PM   #18
Skarg
 
Join Date: May 2015
Default Re: In what difficulty 'mode' do you play Death Test?

Quote:
Originally Posted by hcobb View Post
36 attributes unlocks Master Fencer
ST 9, DX 14, IQ 13, MA 10
Very Fine Rapier(1d+2+2, -3 to be hit), Small Shield(1+1, -1 to be hit), Main Gauche(?)
Master Fencer, Physicker, Shield Expertise (plus all the pre-reqs)

Attacks in a non-magical Blur.
1. Talents and fine weapons aren't available in Melee.
2. I don't think Master talents are supposed to STACK their abilities, so -2 to be hit, not -3, from Master Fencer. In addition to the part where it says they don't stack, the rule says very clearly, "All melee attacks against a Master who has weapon in hand are at -2 DX."
3. I bet he'd tend to die, anyway. I think he'll tend to get hit once or twice if foes use tactics, and that may do him in.
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Old 03-16-2020, 11:30 PM   #19
larsdangly
 
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Default Re: In what difficulty 'mode' do you play Death Test?

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Originally Posted by hcobb View Post
DT-2 specially allows fine weapons and you can just squeeze a fine rapier into a starting character, but he'll walk stiffly.
I always interpreted that to mean you could bring one along if you had managed to acquire it earlier in your career - not that you should give one to every character.
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Old 03-17-2020, 04:57 AM   #20
Steve Plambeck
 
Join Date: Jun 2019
Default Re: In what difficulty 'mode' do you play Death Test?

You want it to be hard -- the satisfaction of getting through it, using only 32 point figures and pre-ITL rules, is just plain immense.

Way back when it all started, my GM allowed that any starting characters that got through DT (playing it strictly by the DT1 rules) could keep all their XP from that adventure for their first "live" adventure in our campaign world. That was usually enough XP for a whole attribute point under the original Melee rules, which meant you brought a 33 point figure to group play. Those DT survivors were pretty cocky too :) There just weren't many of them -- LOL
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