|
|
Thread Tools | Display Modes |
03-22-2017, 04:08 PM | #11 |
Join Date: May 2007
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
This. In one campaign I briefly played in, the very first encounter on the way to the dungeon involved otherwise insignificant foes who had high active defenses (I seem to recall that their active defenses got higher as they took casualties or something like that). Needless to say every single hit I made got negated by active defenses. At the end of the first session, instead of thinking "This is awesome! I can't wait for next week!" I was thinking, "Why the heck did I even bother showing up?"
__________________
Blog - Role-ing Solo |
03-22-2017, 05:19 PM | #12 | |
Join Date: Aug 2004
Location: Cockeysville, MD
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
Quote:
High defense monsters means you have to adjust your strategy. Deceptive attacks, maneuvering behind, magical counter measures, etc. All of which are more interesting than, "I attack... hit... damage... no major wound... no 1/3 HP... next."
__________________
--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
|
03-22-2017, 05:49 PM | #14 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
That is something I think you need some tolerance for. People on these fora still confuse sequence with initiative pretty regularly and this is the home of hard corps GURPS fandom (and that actually has some potential for confusion unlike "called shot"). I'm all for precise language, but pedantry just causes friction.
Last edited by sir_pudding; 03-23-2017 at 11:23 AM. |
03-22-2017, 08:51 PM | #15 | |
Join Date: Aug 2007
Location: Denver, CO
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
Quote:
My point was to use high active defenses - particularly dodge - sparingly. Yes, they can provide a fun challenge sometimes. But most enemies should be fairly hitable. On the "pile of HP" side, I'd save anything with HP over 20 for special occasions as well. Again, the players start to feel like they're not doing anything. Likewise, keep track of the breakpoints in the damage capacity. Usually 5 points of DR is a lot, but some damage gets through. DR 10 is a point where serious extra strategy is necessary. |
|
03-22-2017, 09:53 PM | #16 | |
Join Date: May 2007
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
Quote:
__________________
Blog - Role-ing Solo |
|
03-22-2017, 10:05 PM | #17 |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
Remember that small bonuses matter. In That Other Game, a +1 bonus is always an additional 5% chance. But for a low-to-mid range skill in GURPS, a single +1 can produce a big swing in your odds. So treasure even the small stuff!
__________________
“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
03-23-2017, 07:43 AM | #18 | ||
Join Date: Aug 2004
Location: Cockeysville, MD
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
Quote:
Quote:
I use fodder that always make all out attacks (and have low ST or skill, so the bonuses are needed). So they don't defend at all.
__________________
--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
||
03-23-2017, 09:08 AM | #19 | |
Join Date: Dec 2006
Location: Houston
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
Quote:
also, if they DO have skills past 16 (which is not uncommon in DF) its gonna break down more or less like this assuming players take DA penalties to drop opponents AD. 16 v 10 = 50% hit 18 v 10 => 16 v 9 = 60% Hit 20 v 10 => 16 v 8 = 70% hit 22 v 10 => 16 v 7 = 80% hit 24 v 10 => 16 v 6 = 90% hit Getting through DR is a related, but slightly different, kettle of KuoToa I normally figure 1d+3 to be average damage for starting DF guys, but YMMV. As an example, if you do 1d+3 you can expect, on the rounds that their attack succeeds and the opponents defenses fail, BEFORE WOUNDING MODIFIERS: 6.5 damage per turn per charachter vs DR0 5.5 dpt v DR 1 4.5 dpt v DR 2 3.5 dpt v DR 3 2.5 dpt v DR 4 1.5 dpt v DR 5 1 dpt v DR 6 .5 dpt v DR 7 and at DR 8 you can pretty much hang it up although there are times when you'll roll a 6 and get through, they are rare enough (1 in 6 ) that they are effectively negligible. So if you've got 16 v 10 (50%) doing 1d+3 vs DR 2 (4.5) you can expect about 2.25 (.5 X 4.5) dmg per turn BEFORE wounding mods. Assuming cutting (1.5), your looking at about 3.4 DMG (2.25 x 1.5) per turn. Nymdok Last edited by Nymdok; 03-23-2017 at 09:12 AM. |
|
03-23-2017, 11:20 AM | #20 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Dungeon Fantasy Players and GMs: What Tips You Would Give to a New Player?
High active defenses are a pretty substantial part of how you make things survive in GURPS; not every boss needs to be a large pile of hit points. However, you certainly should remember active defenses when considering how powerful you think a critter is.
|
Thread Tools | |
Display Modes | |
|
|