02-29-2020, 06:03 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Dungeon Fantasy with a ton of House Rules
I need help converting DF/DFRPG to a setting with a couple of rule changes.
1. KYOS 2. Per and Will as their own separate attributes. 3. Two new attributes: Charisma and Psyche (Renamed Quintessence) 4. Incantation Magic for wizards 5. 150-point base (this is flexible; I can imagine going up to 175 points if I notice something deeply off - looking at the Bard and Martial Artist templates especially) So... 1) Is this utter folly? 2) Do you think I should base my templates on DF or DFRPG? 3) Do you have any thoughts on how to do the templates? 4) IQ loses a lot of utility with Charisma and Psyche... should the cost be adjusted down? 5) I dimly recall Kromm talking about what he did with the various classes in DFRPG, like toning down the Barbarian's nature connection and streamlining the bard. Looked through the designer's notes but couldn't find anything. Does anyone know where I could find that? I put it here rather than in the DFRPG because it's shamelessly based on GURPS, not DFRPG. With all the rule changes, it could hardly be anything else.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Last edited by Anders; 02-29-2020 at 07:37 AM. |
02-29-2020, 06:40 AM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Dungeon Fantasy with a ton of House Rules
4) its not just charisma and quintessence, its also will and per, which are exceptionally useful components of IQ in DF. Adjusting it down to [10] is probably just fine. The thief will thank you.
2) I'd base it on both. DF interacts better with points and has a lot more exotic templates, while the DFRPG has some nice refinements from being written second.
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02-29-2020, 06:46 AM | #3 | |
Join Date: Jun 2013
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Re: Dungeon Fantasy with a ton of House Rules
Given that you're getting fairly in-depth, I suspect DF will get you more mileage, but I don't have DFRPG to compare.
Given you want [150] for starting characters, I'd suggest using the standard Henchmen from DF15 with an extra [25], or possibly Bargain Henchmen with [88] lenses to get them up to the [150] level. Given you're changing the magic system, building mages as Bargain Henchmen with an [88] "mage" lens of some flavor may be worthwhile. Quote:
Note this does kind of leave DX as the odd man out, being the only trait worth [20]. If you wanted to divide DX up into Dexterity (DEX) [10] and Agility (AGI) [10], with the former covering the same ground as High Manual Dexterity as well as ranged combat, and the latter covering the rest of RAW DX, that might be an option (although honestly, that seems a little unbalanced in AGI's favor).
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02-29-2020, 06:57 AM | #4 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Dungeon Fantasy with a ton of House Rules
Quote:
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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02-29-2020, 08:52 AM | #5 | ||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Dungeon Fantasy with a ton of House Rules
Quote:
Per and Will as their own separate attributes is always a great idea in my opinion. In my upcoming game, I have the following attributes: Strength (ST), Agility (AG), Finesse (FN), Health (HT), Presence (PR), Keenness (KN), Intellect (IN), and Willpower (WL). All are 10 points/level. Agility is a measure of balance and flexibility. It governs your ability at athletics, fighting, and the coordination of any full-body movement. Finesse is a measure of manual dexterity and fine motor ability. It controls your precision with anything that calls for a delicate touch. Presence is a measure of social intelligence as well as emotional intelligence. It helps with influencing others, whether it’s by lying, gentle persuasion, or being intimidating. Keenness is a measure of perception and general alertness. Intellect is a measure of creativity, cunning, memory, and reason. It rules basic knowledge as well as most arts and crafts. Willpower is a measure of determination and resolve. It represents mental resistance to such things as fear, stress, and social influence. Magic is typically derived from ((Will + HT)/2) in my games, but, if I were to go the Quintessence route, I would simply base magic off of (10 + Magery) without having a whole separate attribute for it. I find that it balances a bit better. As for Incantation Magic, it's a neat system, but I haven't really used it much. For the 150-point base... Quote:
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dungeon fantasy, house rules, kyos, utter folly |
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