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#14 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Hit point scaling is an interesting issue with playing D&D/Pathfinder scenarios with GURPS characters.
At first, our GM adjusted hit points, but he stopped fairly soon. Monsters have their Pathfinder hit points, and fall over when they go below zero. Two of the characters in our DF party do most of the damage: Our Knight is a high-ST, high-skill Weapon Master, and readily does 30 points of cutting damage a turn after active defences. That allows us to cope with Pathfinder monsters, given some care with tactics and hit locations. Our Wizard has settled on normally using Lightning Stare (he gets 2d for no FP) with high skill and the Psychic Guidance perk, blasting monsters' eyes and blowing through to their brains. Since he's normally in Body of Air, he can stay out of their grasp with flight move 10. Our Necromancer and Scout-Thief do damage on a smaller scale, but are in no way useless. The necromancer's Deathtouch is invaluable for things with lots of DR or immunities, and he can use Phase to avoid getting hit in melee. The Scout-Thief uses cover well and harasses spellcasters with bowfire, making the enemy's situation more complicated. Our cleric is a henchman, and stays out of fights.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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| Tags |
| campaign design, d&d, pathfinder |
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