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#1 |
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Join Date: Sep 2005
Location: Canada
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I was wondering what other options from other books people think could fit the feel of Dungeon Fantasy without being overly abusable.
The one that came to mind was the "consumable Signature Gear" from Supers, which would be very suitable for specialty arrows, nageteppo, caltrops, holy water, and some concoctions. The cost multiplier really limits abuse, as it gets expensive points-wise to use this option for most poisons and really any of the potions. If I were to use this in a DF campaign, I might consider putting niche-protection in place for this advantage. I.e. arrows restricted to those with Heroic Archer, Weapon Master (Bow) or Spell Archery, nageteppo restricted to Martial Artist and Thief, holy water restricted to Cleric and Holy Warrior. Don't have my books with me right now, but essentially for each consumable item they would get one use automatically per session, with the use being recharged when they reach a suitable settlement, without having to worry about trying to procure it as described under "Special Orders" (DF1 pg. 25). Thoughts? Any other similar ideas people think would be suitable? |
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#2 |
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Join Date: Aug 2004
Location: Jacksonville, AR
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I'd allow it with niche protection.
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Travis Foster |
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#3 |
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Join Date: Aug 2004
Location: Anchorage, Alaska
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Should everyone be able to have Healing Potions as Consumable Signature Gear?
The Wizard should be able to have Pawt or potions as Consumable Signature Gear. The Martial Artist should be able to have throwing stars, ninja smoke grenades, and the like as consumable Signature Gear. Maybe the Thief should be able to have anything small that she could have stolen lately as consumable Signature Gear, but that's probably better modelled as Gizmo. |
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#4 |
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Join Date: Sep 2005
Location: Canada
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Healing potions would probably be fair for everyone (although to have even one Minor Healing Potion available using this option is going to cost $600 of Signature Gear, more than 1 cp).
A semi-complete list might look like: Everyone: Healing Potions, conventional ammunition, lamp oil, bandages, alchemist matches, glow vial, Cleric: Holy Water, Paper Druids: all Natural preparations Holy Warrior: Natural preparations against Higher Purpose enemy, Holy Water Martial Artist: Nageteppo (i.e. ninja smoke grenades/flash grenades) Scout: Specialty arrows (using options under Weapons p.26-27 and Magic Items p.30) Thief: Caltrops, Nageteppo, Acid, Wizard: Paper, Paut and Potions (although most potions will cost a significant number of points, 5+) Weapon Master (Bow) gets access to specialty ammunition as per Scout Poison skill (perhaps at a certain minimum level?) would give access to poisons. Herb Lore could give access to Natural Preparations Alchemy could give access to Alchemist's Fire? Most one-use magic items get prohibitively expensive under this pricing scheme (Necklace of Fireballs comes out at 72 cp!), Last edited by GnomesofZurich; 03-02-2008 at 06:59 AM. |
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#5 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
Your approach sounds quite good, but what about disguises as signature gear? Uniforms, clothes, the type of props and weapons that the enemy uses? I can't remember whether the Acting and Disguise skills are included or excluced in DF, but it seems to me that some Bards and some Thieves would be able to make good use of it, even within the dungeon crawl paradigm. Or maybe that would work better as an Aspected Gizmo? I'd hate to have to pay 4 CPs for a Disguise Gizmo (following the RAW version of Aspected which is always -20%). In that case, I'd much rather buy an unLimited Gizmo for 5 points. A cost of 3 CPs might be reasonable, however. Maybe Limited further by a "Lost if the character is frisked, stripped upon capture"? Would that be worth another -20%? I'd pay 3 CPs for a Gizmo, -20% Disguises only, -20% Lost if frisked/stipped. |
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#6 | |
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Join Date: Jan 2008
Location: New Hampshire: Home of the Pretty Leaves!
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Quote:
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"If we weren't all crazy, we'd all go insane." -Jimmy Buffet, Changes in Latitudes, Changes in Attitudes |
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#7 |
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Join Date: Aug 2004
Location: Anchorage, Alaska
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You might also think about Skills and Races allowing certain signature gear.
For instance a Halfling might always have sling bullets because it fits the archtype. Anyone with Survival 16+ might always have rations, because they're good enough to have found some food anywhere. |
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#8 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
Actually, I think skills ought to amplify Consumable Signature Gear, even if only slightly, so that if you have e.g. the Fletcher skill, you can make a roll each session, and if you make it, your Consumable Signature Gear (Arrows) gets boosted by 25%, or by 50% on a critical success. Same with Alchemy and Poisons skill, as a way of rewaring characters for having skills, and for having high skills. Not sure what to do about Enchanted arrows, but witout checking the PDFs, +1 damage arrows are probably too expensive to work as Consumable Signature Gear anyway. |
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#9 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Just a note: I was always somewhat worried by the free-of-charge replacement of SiG that some people like. IMO compuncale SiG should be x5 cost AND eat up some resources - usually base cost, but can also be the PC's time spent making it - to get back if used. The CP cost should only say for the ease-of-getting-it-back.
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#10 |
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Join Date: Jan 2005
Location: Wonderful Copenhagen
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It doesn't fit my view of the genre. Being stuck in subterranean fantasy ****ing vietnam, with all kinds of supplies running low; then, when you do get back to civilisation, going on a shopping spree; all of that is important to my enjoyment.
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751. Thirty minutes after a massive battle against Cathayans I am not bloodthirsty again. |
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