12-09-2024, 09:42 PM | #11 | |
Join Date: Dec 2007
|
Re: [DF] What PC classes at TL 8?
Quote:
|
|
12-10-2024, 09:46 AM | #12 | |
Join Date: Jan 2009
Location: Indaiatuba/SP Brazil
|
Re: [DF] What PC classes at TL 8?
Quote:
|
|
12-10-2024, 10:23 AM | #13 | |
Join Date: Jun 2013
|
Re: [DF] What PC classes at TL 8?
Quote:
In GURPS terms, it would probably some level of IT:DR with Bane: Cutting or similar. For the "don't actually have internal organs" option, that can be handled fairly readily with Injury Tolerance: Unliving or Homogenous, depending on the particulars. I'd probably suggest Fragile: Unnatural as well for these kinds of "artificial monsters," based on the description (I don't think I've seen any of the relevant bits of Korean media; I used to read Solo Leveling, but there the monsters were all just ridiculously powerful unless facing people chosen by the System but otherwise seemed to have functional organs and all that; an interesting bit there was the fact that personal abilities mattered very little compared to System ones - one character is amongst the best swordsmen in Korea, and personally trained one of the high-ranking heroes, but was assigned a magic-using class and thus is pretty much useless using a sword against monsters or even other chosen humans). ... but all that may not apply for what OP is looking at. I will note that if you're dealing with indoors areas (which is typical of dungeons), you're probably going to want suppressors on any firearms, as well as some ear protection. Considering suppressors tend to boost the Bulk of weapons*, in conjunction with the close confines of a typical dungeon, you may well find melee weapons are more useful than they'd initially seem. Although if you can replace a mundane suppressor with a silencing enchantment of some flavor that could certainly change things. *Arguably, an integral suppressor can avoid this, but I think incorporating such reduces the functional barrel length of the weapon, so you could probably get nearly the same effect by using a shorter barrel and a can.
__________________
GURPS Overhaul |
|
12-10-2024, 10:49 AM | #14 | |
Join Date: Jan 2009
Location: Indaiatuba/SP Brazil
|
Re: [DF] What PC classes at TL 8?
Quote:
But there was demons and angels around. in the original scenario, you could do damage with everything. in my version, only fire and melee and/or muscle powered ranged weapons could hurt the angels/demons, because they were creatures of old |
|
12-10-2024, 11:26 AM | #15 |
Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
|
Re: [DF] What PC classes at TL 8?
Just say that all monsters are water based creatures so they have aura that creates phantom water (not wet, ignores gravity), that stops bullets because... Physics. That would probably change everything too much, but sounds funny)
It's like... Just give everyone Dune shield or something like shields that are too slow, like that materials that become hard when you strike it. But it's lame, I use it, but still lame Or make everyone strong and give DR for free. Okay, it's a little bit too Korean. Like that litRPG or cultivation ranobe. |
12-10-2024, 01:23 PM | #16 | |
Join Date: Jun 2013
|
Re: [DF] What PC classes at TL 8?
Quote:
Many creatures produce a magical barrier that protects them from injury but can be ablated away. These barriers can interfere with and negate each other. For those without proper training, this means the barriers do not function in unarmed combat. Sapient characters can learn to project the barrier to a limited extent, allowing it to apply to melee weapons or even ranged ones. However, this is more difficult for ranged weapons and further requires physical contact with the projectile shortly before it is launched. In GURPS terms, this is Flexible Semi-Ablative Force-Field DR - although I prefer ablating 1 DR per 5 damage stopped rather than 1 per 10. The negation effect works at Reach C without issue (which also means it works fine for Reach C weapons like small knives). Having it apply to longer weapons calls for training, represented by a leveled trait worth [1]/level; the first level lets it apply to Reach 1 weapons, the next to Reach 2, then 3, 4, 5, etc. Being able to apply it to ranged weapons calls for a trait worth [5]; this allows it to work out to 50 yards, but each [1] invested in the prior training also increases this by 1 step on the Size and Speed/Range Table (70, 100, 150, 200, etc). For the necessary contact to imbue the projectile with the shield, for most muscle-powered ranged weapons you'll either naturally be in contact with the projectile or it's a simple matter to touch it just prior to projecting it. For things where this isn't as practical, such as slings and firearms, you need to make the attack within 5 seconds of last having contact with the projectile. This means you could make use of it for a single shot if you've just loaded the round in, but trying for more than that is unlikely (you might be able to have a custom magazine that exposes the tips of the rounds to get around this, but that's going to invite malfunctions in sub-optimal conditions). Optionally, a weakened shield - or being up against a foe with a stronger shield than is typical - might make it harder for you to bypass the target's own shield. Every 1 DR remaining of your shield negates 2 DR of the target's. Note this means that with two characters with shields that are normally equal in strength, one needs to be reduced below 50% for this to come into play. As for how much DR to start out with, that's up to the GM. Considering it typically is only going to come into play against firearms, traps, etc, you may be inclined to go fairly high. Personally, however, I'd probably start it out at 5 or so and test out how it affects things there. If you allow characters to buy it up (or down) it should be worth [3.5] per DR - Damage Resistance (Force Field +20%; Flexible -20%; Semi-Ablative, 1:5 -30%). This is reduced to [3] per DR if Magical -10% applies (that is, it's dependent on mana and is susceptible to anti-magic). I'm assuming here that the ability to negate another's shield and your own susceptibility to negation is a net +0%, although it could be argued to be a net Limitation. *The original version is something that makes it harder to actually hit the target in the first place, particularly if they're moving. That's a lot more complex than the above, however.
__________________
GURPS Overhaul Last edited by Varyon; 12-10-2024 at 01:33 PM. |
|
12-10-2024, 03:08 PM | #17 | |
Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
|
Re: [DF] What PC classes at TL 8?
Quote:
But it's more of a anti ranged barrier with a twist) I suppose I took the idea from some... Anime? I never watched. I just been browsing through TV tropes and found it. The thing I don't understand is why you need that system, if anybody can just buy a very cheap trait to ignore it. It would be okay if you ask for a perk to use it up to reach 2 or 4 for melee weapons. But with ranged up to any range... It's just CR now (trait you should definitely take on a fighting character). Edit: what I meant by that is your system was good, before ranged weapons come into play. Optional rule is cool, I should say Last edited by Flowergarden; 12-10-2024 at 03:21 PM. |
|
12-10-2024, 03:50 PM | #18 | |
Join Date: Jun 2013
|
Re: [DF] What PC classes at TL 8?
Quote:
So, anybody can negate a foe's shield at Reach C. Those who have undergone more serious combat training - those with Combat Reflexes would certainly qualify (unless they've opted to just stick to unarmed combat) - are likely to be able to project the ability out to Reach 1, 2, or possibly further. More dedicated ranged combatants know how to project it with a ranged attack, out to some Range depending on how much work they've put into it... but for those using firearms, this also typically requires them to load the bullet just before firing, limiting the time they have to act (and also meaning you're probably restricted to a breechloader of some flavor). It was originally going to be "-1 per +1 Reach melee, double Range penalties, but you can buy off these penalties with a Technique" when I first started writing the post, but I decided to make the "Techniques" apply to all attacks, at which point they should be an independent trait rather than a Technique. The shield also protects against things like traps and trap-like hazards. And, of course, in a DF setting you're likely only going to have Worthies and Bosses who can project the shield (so the characters will be better protected against fodder with ranged weapons - or even those who are using Reach 1+ weapons). Furthermore, even with a foe who can project their shield, there's the possibility of wearing it down to the point where it only weakens your own rather than negating it, if using that option (experimentation would be necessary to determine if doubling is appropriate, of course - it may well be that having the DR subtract out 1-for-1 is a better paradigm). But we've probably taken this tangent a bit too far for this thread; I may give the system more refinement and post it as its own thread.
__________________
GURPS Overhaul |
|
12-12-2024, 06:12 AM | #19 |
Join Date: Oct 2008
|
Re: [DF] What PC classes at TL 8?
Depends on the specifics of the world, but so possible ways to do this in Gurps are:
Most obvious: monster hunters. But this is of course 400 points to quite a lot higher than standard dungeon fantasy and depending on opponents the modern tech might be kind of overpowering. Then there is the Monster hunters side kicks. The 200 point templates could work pretty well as such. Adding +50 points from action specialists could work if you want 250 points. Then there are the action based things, they would need the methods to deal with supernatural and magic. So likely the specialts route with the extra templates from that pyramid article could work. The base templates would need more tweaking if you wanted to use them. Then there is of course the rewriting of the DF templates or just building new ones from scrach, but Monster hunters, with the possible switch of magic system to classic Gurps magic could work best. |
12-12-2024, 08:17 PM | #20 |
Join Date: Nov 2014
|
Re: [DF] What PC classes at TL 8?
I have run over a hundred different Modern Fantasy campaigns, everything from Policing in a modern city to England invades Narnia in the 1890s
Most of the time having "classes" goes away outside of Spellcasters, some guy armors up with extra armor and thats your tank, another guy has dead eye and so on. As for enemies, they gotta adapt too, Skeleton with a spear might be dangerous, but Skeletons behind a Maxim gun thats gonna be 5x as dangerous |
Tags |
dungeon fantasy, fantasy |
Thread Tools | |
Display Modes | |
|
|