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Old 05-03-2019, 07:37 AM   #1
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Munchkin Deck

The deck I'd like to see is fully worked starting characters that have been min-maxed for general use.

For example:

Liz, Reptile Woman
ST 12 DX 11 DX 9 MA 10
Light Crossbow(2d, adjDX 14, one shot per turn), Claws(1d, doubled in HTH)
Acute Hearing(2), Crossbow(1), Common language(1), Missile Weapons III(3), Toughness(2)

Note that Alertness wasn't picked because of IQ 9. Instead she's able to hit half the time in total darkness against targets within a few megahexes.

Silent Movement instead of Toughness?
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Last edited by hcobb; 05-03-2019 at 07:54 AM.
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Old 09-12-2021, 06:50 PM   #2
Lwi
 
Join Date: Sep 2021
Default Re: Munchkin Deck

Quote:
Originally Posted by hcobb View Post
The deck I'd like to see is fully worked starting characters that have been min-maxed for general use.

For example:

Liz, Reptile Woman
ST 12 DX 11 DX 9 MA 10
Light Crossbow(2d, adjDX 14, one shot per turn), Claws(1d, doubled in HTH)
Acute Hearing(2), Crossbow(1), Common language(1), Missile Weapons III(3), Toughness(2)

Note that Alertness wasn't picked because of IQ 9. Instead she's able to hit half the time in total darkness against targets within a few megahexes.

Silent Movement instead of Toughness?
Everytime i see you post a character somewhere i take notes. Iīm learning and having characters to experiment and try is fundamental. ALso, i wonder why you donīt turn on the comments on your videos in Youtube, they are quite good!
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Old 09-12-2021, 08:13 PM   #3
hcobb
 
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Default Re: Munchkin Deck

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Originally Posted by Lwi View Post
ALso, i wonder why you donīt turn on the comments on your videos in Youtube, they are quite good!
Youtube rules that videos with toys are made for kids and hence walled off.
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Old 09-12-2021, 08:43 PM   #4
JohnPaulB
 
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Location: Portland, Maine
Default Re: Munchkin Deck

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Originally Posted by hcobb View Post
Liz, Reptile Woman
ST 12 DX 11 IQ 9 MA 10
Light Crossbow(2d, adjDX 14, one shot per turn), Claws(1d, doubled in HTH)
Acute Hearing(2), Crossbow(1), Common language(1), Missile Weapons III(3), Toughness(2)

Note that Alertness wasn't picked because of IQ 9. Instead she's able to hit half the time in total darkness against targets within a few megahexes.

Silent Movement instead of Toughness?
I like this. You didn't make the character with IQ8, so it has some chance of disbelieving illusions. I think this is an acceptable character. I don't think its munchkin; I think its good logistics.

Unless Liz is a thief-type or scout, I would skip Silent Movement. Toughness is compensation for no armor which would reduce DX.
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Old 09-13-2021, 05:36 AM   #5
Lwi
 
Join Date: Sep 2021
Default Re: Munchkin Deck

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Originally Posted by hcobb View Post
Youtube rules that videos with toys are made for kids and hence walled off.
Oh, i see, i didn`t know that. Well, just wanted to let you know your videos are appreciated, would love to see you tackle some more standard basic stuff in melee and wizard, I think it would help your channel.
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Old 09-15-2021, 01:40 PM   #6
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Munchkin Deck

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Originally Posted by hcobb View Post
The deck I'd like to see is fully worked starting characters that have been min-maxed for general use.
Two questions spring to mind:
  • What do you mean min-maxed? Do you mean optimised for combat against some particular enemy, or over some assumed range of enemies, or for general adventuring against some assumed set of threats, or what?
  • What is the purpose of the list?
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Old 09-16-2021, 04:59 AM   #7
RobW
 
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Default Re: Munchkin Deck

My favourite starting fighter. Not a munchkin except in the sense optimised for combat and nothing else
Lance the elvish spearman
ST 11
DX 12
IQ 9
MA 14
pole weapons (2), bow (2), running (2), missile weapons (3)
shield on his back, for which he has no talent, for protection from the rear and from friendly fire
  • Closes and attacks from range of 7, striking before opponent and hitting 74% of the time, for an average of 2d+1 damage, usually enough to knock down unarmored opponents
  • Against parties with no ranged threats, set against charge to protect friendly ranged units
  • Jab and longbow to harass/provoke and for further versatility
  • Lance works fairly well with clones of himself to give an impressive level of damage output. A party of four Lances (split between spear and longbow when entering the rooms) will usually be able to run through every room in Death Test 1.
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Old 09-16-2021, 09:41 AM   #8
hcobb
 
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Location: Pacheco, California
Default Re: Munchkin Deck

You'll need a leader with tactics to setup your charge move order and the usual response to a pole weapon charge is the weapon expertise defend which gives you a 5.88% chance of hitting and a 9.8% chance of losing your weapon.

The goblin waves her dagger in your general direction and your spear snaps in half as if by magic.

Sarinti, Goblin wizard, age 20
ST 6, DX 12, IQ 14, MA 10
Talents include: Dagger Expertise, Literacy (mundane)
Spells include: 3-Hex Fire, Illusion, Staff III
Languages: Common, Goblin
Weapons: silver dagger staff III (1d; 1d occult)
Attacks and Damage: Punch (1d-4)
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Last edited by hcobb; 09-16-2021 at 09:49 AM.
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Old 09-17-2021, 05:26 AM   #9
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Munchkin Deck

Flingette, Halfling, age 20
ST 4, DX 12, IQ 14, MA 10
Talents include: Acrobatics, Climbing, Dagger Expertise, Detect Traps, Remove Traps, Streetwise, Thrown Weapons (racial)
Spell: Explosive Gem
Languages: Common, Thieves’ argot
Weapon: very fine dagger (1d+2), Brand (1d-2), 12 daggers (1d), 4 explosive gems (8d)
Attacks and Damage: Punch (1d-4)
Equipment: Labyrinth kit, Backpack, Molotail, Healing potion, Lower-class clothes, 30 silver coins, 2 gold coins
Special note: Explosive gems are $50 base plus $45 for Aid spells.

Gear totals $1000 and 15.92 pounds
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Old 09-17-2021, 06:07 AM   #10
RobW
 
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Default Re: Munchkin Deck

Quote:
Originally Posted by hcobb View Post
You'll need a leader with tactics to setup your charge move order and the usual response to a pole weapon charge is the weapon expertise defend which gives you a 5.88% chance of hitting and a 9.8% chance of losing your weapon.

The goblin waves her dagger in your general direction and your spear snaps in half as if by magic.

Sarinti, Goblin wizard, age 20
ST 6, DX 12, IQ 14, MA 10
Talents include: Dagger Expertise, Literacy (mundane)
Spells include: 3-Hex Fire, Illusion, Staff III
Languages: Common, Goblin
Weapons: silver dagger staff III (1d; 1d occult)
Attacks and Damage: Punch (1d-4)
lol :) OK, well the "usual response" to a tissue-paper goblin with a nice dagger is to stand back and fire longbow. If the goblin doesn't dodge, he can expect to live about 1 turn, if he does dodge, then about 2 turns

But I agree about Tactics, really nice and it seems like the physicker always has it
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