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#10 | ||
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Join Date: Oct 2009
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Quote:
Also, Wizard and Barb both have DR 1, so the guards should do 4.5 imp against each of them, but you used 5.5 imp for the wizard. Quote:
I'll probably have to adjust my numbers to use deceptive attack on the Barb as well. I just wonder why you want to put 4 guards on the barb. I don't know what Dungeon Fantasy plays like, and I guess he might have the HT to remain concious and alive for the duration of the fight, but if he doesn't, his guards would join the guards fighting the cleric and the fight would likely end with a TPK. Let's look at another forgotten aspect, in particular with 4 guards: If the Barb doesn't kill the first guard on his first turn (there's a 30% chance), he can expect 18 points of injury that round. This puts him below HP/3, so his dodge is now 5 (and he cannot parry with his sword, as mentioned above), giving the >= 3 guards next turn a pretty good chance to hit him (dunno, maybe 70% of the time?). That results in even more damage than I assumed above. Maybe I just have the wrong ideas about Barbarians in DF. In "gritty fantasy GURPS" it would seem like a month of resting is required after this fight ... Can someone enlighten me? Is -HT HP "not that bad" in DF? Regards, Ts |
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| Tags |
| balance, dungeon fantasy, encounter |
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