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Old 10-26-2022, 04:05 AM   #12
restlessgriffin
 
Join Date: Jul 2021
Default Re: DFRPG running D&D 5e starting adventures

Quote:
Originally Posted by sjmdw45 View Post
DFRPG/GURPS fights also don't scale with "level" or anything like it. (A)D&D can predict that a fight between four fire giants and six 9th level PCs is "appropriate for 9th level" in that it will probably result in the giants running out of HP before the PCs do. But in DFRPG the fight's outcome depends less on total points than on how well monster vulnerabilities match up to PC specializations and vice versa: four mountain giants will be crushed by scouts and Throwing Art martial artists but will crush Zephya-style offensive spellcasters, with melee knights/barbarians/swashbucklers/etc. falling somewhere in between depending on tactics and weapons.
OK. I would use the Fire Giants from the Nordland Bestiary, Jötun, Fire Giant (Gaming Ballistic). I don't think a party would survive even one encounter without Water and/or ice magic! I have no idea what 9th level would be for DFRPG. I'd say it will definitely matter how well PCs are skilled, equipped, and prepared. A Wizard would need lots of anti-fire, ice, and water magic. A Scout would need enchanted bow and/or arrows -- especially fine and meteoric. Aim for eyes and maybe neck, mouth. As for a Thief, unless equipped with magic traps and enchanted weapons, I'm not sure they'd help a lot. Clerics would need to buff other characters. I'm not sure of warrior types could engage without lots of anti- fire gear. They'd needed to strike at legs, maybe targeting Achilles, knees, etc.

Maybe outdoors a Druid could cause a storm or blizzard.

Quote:
I don't think this makes AD&D adventures unusable though. It just puts more responsibility on the players to conduct threat assessment.
GM also needs to make sure to provide some insight and use any PC expertise in areas like Hidden Lore, to clue the players in.

Last edited by restlessgriffin; 02-08-2023 at 03:46 AM.
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