12-31-2020, 08:57 AM | #1 |
Join Date: Jan 2006
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Lightning Bolt & Cone of Cold
Hi,
This is about the same campaign conversion i wrote about in the DFRPG-forum. Now I need some help with specific abilities/powers. This isn't normal DnD-powers. We are talking special gifts/curses that the characters aquired during play. Let's start with something simple. I think I got most of it right, but I still have some questions, especially about enhancements cone and area effect. We have two characters that can cast the spells Lightning Bolt and Cone of Cold respectively. Not as spells, but as supernatural powers 3 times a day. DnD5: Lightning Bolt, 3/day, 8d6 lightning dmg, hits everything in a 100' long times 5' wide path, save for half damage. Cone of Cold, 3/day, 8d8 cold dmg, hits everything in a 60' long times 60' wide cone, save for half damage. I figured that both are innate attacks. Both lightning and cold are "burning", so 5 point/level. First: GURPS only uses 6-sided dice, so 8d8 equals 10d6. Second: DnD does more dmg than GURPS, so lets halve the dmg: Lightning Bolt: 4d6. Cone of Cold: 5d6. (it's still much dmg in GURPS, but even in DnD it's certain death for low level characters to be hit by a lightning bolt or cone of cold). "Save for half" is not att problem; as innate attack requires an attack roll, we don't need save. 3/day is limited use. Convert feet to yds: Lightning Bolt: 33 yds long * 2 yds wide. Cone of Cold: 20 yds long * 20 yds wide. Basic Innate attack is Max 100 yds which is longer, but 1/2D 10 yds is shorter. I think the two balance each other. We keep the innate attack 100 yds for Lightning Bolt, but divide the distance by 2 for Cone of Cold. Then the part I have problem with: "hits everything within the area" The easiest solution seem to be GURPS Enhancement Cone for both powers. Lightning Bolt: 100 yds long, 2 yds wide cone: +50 % +2*10 % = +60 %. Cone of Cold: 50 yds long (-10 %), 20 yds wide cone: +50 % + 20*10 % = +250 %. But the Cone of Cold becomes extremely expensive. Is there any other way to get the effect "hits everything within the area"? I tried the enhancement "area effect", but as I interpret it doesn't do the same thing. I appreciate any suggestions how to build the powers. |
12-31-2020, 09:28 AM | #2 |
Join Date: Jun 2013
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Re: Lightning Bolt & Cone of Cold
An important thing in GURPS is to convert the concept rather than the mechanics. Don't fret over damage, just get an idea of what the end result would be and if this is acceptable to you. You may also want to adjust things so they work more in line with DF - your lightning bolt should probably be built with Arcing Surge, which treats any level of DR from metal as simply DR 1 (which is how lightning spells treat such DR in DF).
As for Cone of Cold costing a lot in GURPS, this is appropriate. One of the biggest things keeping GURPS characters alive is the Active Defense, and a wide cone will largely rob them of that, unless they happen to be at the periphery or are close to significant cover. This is because the only way to avoid an area attack is to either get out of the area or get behind cover, and both options call for Dodge and Drop (which also leaves the character prone, which leaves them at a marked disadvantage). Getting out of the way of the Lightning Bolt calls for the same, but at least with it you can simply jump to one side or another - a character near the middle of a Cone of Cold can basically do nothing beyond praying for a low damage roll.
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12-31-2020, 10:07 AM | #3 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Lightning Bolt & Cone of Cold
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12-31-2020, 10:28 AM | #4 | |
Join Date: Jun 2013
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Re: Lightning Bolt & Cone of Cold
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12-31-2020, 10:37 AM | #5 | ||
Join Date: Jan 2006
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Re: Lightning Bolt & Cone of Cold
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(the closest I could find was Enhancement Damage Modifier Surge) Quote:
It's still the players who build the powers, so it's up to them to decide the size of the con (how much they are willing to pay). |
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12-31-2020, 10:43 AM | #6 |
Join Date: Jun 2013
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Re: Lightning Bolt & Cone of Cold
GURPS Power-Ups 4: Enhancements, page 21. It's also apparently in GURPS Psionic Powers, pages 19-20. If you don't have either volume, I think it's something like +100% or +150% and, as noted, makes metal armor only grant DR 1 against it.
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12-31-2020, 10:48 AM | #7 | |
Join Date: Jan 2006
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Re: Lightning Bolt & Cone of Cold
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In fact it's more logical that cold does FP dmg, than HP dmg. But I can't figure how to build the power. |
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12-31-2020, 10:52 AM | #8 | |
Join Date: Jan 2006
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Re: Lightning Bolt & Cone of Cold
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I only looked in GURPS Powers, didn't think of Psionic Powers. |
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12-31-2020, 10:55 AM | #9 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Lightning Bolt & Cone of Cold
You use Innate Attack (FP) and Hazard (Freezing). I think the hazard is +10% or +20%. It will be expensive as all hell, but it will be deadly.
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12-31-2020, 11:12 AM | #10 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Lightning Bolt & Cone of Cold
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Spectacular area denial weapon.
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