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Old 05-11-2023, 02:24 PM   #1
restlessgriffin
 
Join Date: Jul 2021
Default Re: Converting D&D/Other Adventures to DFRPG

Quote:
Originally Posted by mburr0003 View Post
Can you block something that can pierce your skin by "blinking"? Then the dragon either needs tougher eyelids, or something else going on for that idea.


That's already a completely valid way to interpret a Dodge.
Except it isn't moving the entire body. I'd want to be able to get a better dodge with the head than the body. Maybe allow Enhanced Dodge to be applicable to the head on a dragon with flexible neck.

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Let me tell you the story of the time a green dragon made the mistake of announcing itself, then flying at our party while we were out in the open.
...

It roared and began flying down towards us from it's lair in the distant mountains (like two miles off). I said, "Hey, DM, please let me know when it's in range for a fireball..."
OK, so this is a D&D game play, NOT DFRPG.

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A few in game minutes pass, GM says, "It's in range".

"I hold."
DM: "Okay..."
"OOC; so it's going to take about say, 6 rounds to get to fire-breathing range..." "Poison cloud, it's a green" "... right, anyway, about 6 rounds. I have 4 fireballs. I don't want it being able to flee when it realizes its error..."
*4* fireballs? OK, definitely D&D.

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Sure, "geek the Wizard first" is the trope classic for a reason, just make sure you're in range to does so, and not just in range to be disintegrated without being able to return fire.
With D&D 5e I think the dragon would be able to pull of some tricks like Legendary Action (I'm pretty new to D&D 5e, but I think there is something like that) to negate or mitigate some of this.


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Not always, but agreed. Baring sjmdw45's advice concerning SM and casting (which is advice that comes up frequently) I'd even allow them to just cast on themselves with "smaller areas", so Shield or Armor spell that only covers their head, or Return Missiles on their eyes, etc.

But, as sjmdw45 also points out, that won't help with anti-magic ammo.
Good, I want the PCs to have to occassionally stock up on anti-magic gear. That's what gets mined in Starmetal Hills (D&D5e reference Swordcoast area near Phandalin).

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They probably are. But remember this started by mentioning that T-Rexs weren't all that special when facing "Adventurer Level" PCs, because they are pretty good at rapid threat elimination.
Noted. Send a velociraptor pack, not a lone T-Rex. Lone ogre dies, make sure he has orc, hobgoblin, and goblin allies to harras the party. Check!

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They can... but even with a shield that's not really "limiting them to attacks of opportunity", the giant still needs to succeed at their block. And even if the Scout has to declare Waits... you aren't removing their "if it has eyes, it dies" ability.

Unless the giant claps an arm over their eyes and fights blindly, which, yeah, sure I've built blind cave trolls and ogres this way for a reason.


Basically, if there is a good Scout in the party (or Swishypokler, or highly skilled anything poker), If It Has Eyes (or Vitals) It Dies. So... just go into fights expecting this and prepare.

And as Douglas said, sometimes "horde" is better than "One BBEG". The difference is in D&D there really isn't an easy way to bypass AC and then do tremendous amounts of bonus damage, GURPS there often is (unless you build for it not be easy or even existent). So be ready to see it.
For vitals, humanoids would probably have same locations. But for say a velociraptor, where are the vitals? Eyes are easy, maybe even the heart. But where are things like liver/kidneys and other vitals. I'd think you'd need to be familiar with the creature/monster or make a Physiology(monster/creature type) first to be able to accurately target vitals.

Last edited by restlessgriffin; 05-11-2023 at 02:31 PM.
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Old 05-11-2023, 05:34 PM   #2
sjmdw45
 
Join Date: Jan 2008
Default Re: Converting D&D/Other Adventures to DFRPG

Quote:
Originally Posted by restlessgriffin View Post
Noted. Send a velociraptor pack, not a lone T-Rex. Lone ogre dies, make sure he has orc, hobgoblin, and goblin allies to harras the party. Check!

For vitals, humanoids would probably have same locations. But for say a velociraptor, where are the vitals? Eyes are easy, maybe even the heart. But where are things like liver/kidneys and other vitals. I'd think you'd need to be familiar with the creature/monster or make a Physiology(monster/creature type) first to be able to accurately target vitals.
Yes, a velociraptor pack that outnumbers the PCs is tough, especially in favorable terrain like jungle so they can threaten to attack Mr. Wizard from the rear while Mr. Scout is guarding the front. They will probably fail but they'll threaten well enough to create dramatic tension, and if the players don't take the threat seriously they may eat someone.

You may be right about liver and kidneys (you may want to allow Physiology (Mundane) as a specialty) but as you note, eyes are pretty obvious. I think lungs are probably pretty obvious too and they count as vitals. In any case, I'm a fan of "autopsy the monster afterwards to find out about its physiology and weak spots." Just like in XCOM: UFO Defense.
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Old 05-11-2023, 09:44 PM   #3
mburr0003
 
Join Date: Jun 2022
Default Re: Converting D&D/Other Adventures to DFRPG

Quote:
Originally Posted by restlessgriffin View Post
Is that House Rules or is it from one of the multitude of GURPS Dragons books/PDFs?
In DFRPG, it's a House Rule... in the greater GURPS field it's Power Parries from GURPS Powers.

Quote:
Originally Posted by restlessgriffin View Post
Except it isn't moving the entire body.
You don't have to move the entire body for a Dodge, just the part that's in danger.

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I'd want to be able to get a better dodge with the head than the body. Maybe allow Enhanced Dodge to be applicable to the head on a dragon with flexible neck.
Oh sure, that's perfectly apporpriate.

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OK, so this is a D&D game play, NOT DFRPG.

*4* fireballs? OK, definitely D&D.
Yeah, but it's illustrative of the problem magic can sometimes bring to the table. Granted you won't find too many GURPS Wizards casting that many 5d fireballs back to back, but it's not impossible, just highly unlikely.

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But for say a velociraptor, where are the vitals?
In DFRPG that's what the skills Survival, Naturalist, or Veterinary (natural creatures), Hidden Lores, Theology, Thaumatology, etc can be for.

Sure, the book says to use Physiology... but in practice no group of PCs will learn all those separate Physiology specializations, they'll just start turning every fight into a slog of "target torso" if you try to go that route. Allowing a more diverse selection of skills means the Scouts, Druids, Barbarians can use Survival (appropriate area) or Naturalist (Druids can use Veterinary), Wizards will use Thaumatology for golems and constructs (Wizards might actually buy Physiology, they tend to have the high IQ for the skill), Clerics and Holy Warriors* have Theology and Hidden Lore for Undead and Demons, etc.

Just tack a bit of penalty if you think something should be really unfamiliar.


I actually removed Physiology and Psychology from my DF/RPG games, no one ever bothered buying if they didn't have to, it was a points sink to the one PCs profession forced to buy it (Holy Warrior) as they usually failed their rolls unless they dumped lots of points into. It really became the provenance of the occasionally hired sage.


* And allow Holy Warriors to add their Higher Purpose to those rolls. In fact, just let them add Higher to any roll that gives information on or directly opposes their Higher Purpose foe - Stealth, Perception, Intimidation, etc. Your Holy Warriors will appreciate it. Also let Holy Might/Power Investiture add to Exorcism and Esoteric Medicine, just trust me on this (and then be careful to buff up certain things you don't want them to be able exorcise too easily).
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