11-30-2011, 09:27 AM | #51 | |
Join Date: Sep 2004
Location: Canada
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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Some people are just not suited for sandbox games... well, except ones where half the point is making new characters and the other half is seeing how interesting their deaths are. Telling these kinds of players "there are entire packs of fiendish, dire T-Rexes from HELL in that valley" produces the weirdest plans to dig dire-T-Rex sized tiger traps. :P
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11-30-2011, 09:37 AM | #52 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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PCs should gather information on threats, scout in advance and only do battle when they are reasonably confident of victory. Otherwise, yes, they will not live long. The kind of mentality that blithely assumes that if threats exist in the game world, they are meant to face them all and that the GM will make sure that they win, well, I don't get it. As ought to be fairly obvious, my players have been playing the same characters (well, some of them) in the Realms for, what, seven or eight years? When did the Basic Set come out? Their characters, now, are certainly able to cut through a herd? (pride? murder? genocide?) of fiendish tyrannosauruses. But unless there is some particular reason to do so, they still wouldn't. Why risk death for no purpose?* *Now, risking death for a suitably heroic reason, that they do. And yes, sometimes the reason is: "He challenged me to a duel. Honour demands that I meet him on the field of valour."
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11-30-2011, 09:46 AM | #53 |
Join Date: Sep 2004
Location: Canada
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
It's not really a "If it's there, it must be safe for us to fight" mentality. It's... really more a "We are here to ADVENTURE! Oh look, here is an obvious source of ADVENTURE! Hurray, all is right in the world!" sort of thing.
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11-30-2011, 09:50 AM | #54 |
Join Date: Jan 2006
Location: Central Europe
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
You can do such things, but its clearly not traditional, and it won't let you advance levels quickly. In the editions I'm familiar with, there aren't really provisions for giving out XP without fighting things or finding treasure (except a few notes that you can give out such rewards if you really want to) and the traditional starting adventure involves killing goblins, kobolds, and giant rats in a dungeon. You start out as no better than a typical orc but better armoured and backed up by one or two spells per trip, and you are expected to kill a few dozen orcs and capture a large treasure to reach second level. Its a weird model, with a 5-10% risk of character death per session, but works well in practice.
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11-30-2011, 09:52 AM | #55 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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In the real world, there do exist men and women for whom the driving motivation does indeed appear to have been the thrill of adventure and discovery. Notably, however, very few of these people spent their lives running blindly into war zones trying to find someone willing to end them. Even people we regard as quite adventurous usually had a much better idea what they were getting into when they did something dangerous than a fantasy adventurer in the mould you describe ever will. I prefer PCs to think: "I am here to [insert personal goals that the character has]. How do I best accomplish that?" Adventuring may be what you call the result, but it's not an aimless quest for danger for danger's sake. Even Conan or Fafhrd and the Gray Mouser, archtypical adventurers all, usually had actual reasons for the foes, evil sorcerers or monsters that they fought. They didn't just wander in their direction because they heard that that way there was a good chance of getting killed for no reason.
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11-30-2011, 09:58 AM | #56 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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Also, from the second edition onward, you started out as a skilled and competent person. If you were a warrior type, you ought to be well able to handle a typical orc. Weapon specialisation adds +1 to hit and +2 to damage, after all, and allows you to make 3 attacks per two turns. I don't really like the D&D Basic and Expert or 1st Edition. There are a lot of reasons, but the emphasis on luck with the dice (because there really wasn't a whole lot else that distinguished one character from the next) was a big part of it.
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11-30-2011, 07:43 PM | #57 | |
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Location: Central Europe
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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11-30-2011, 08:04 PM | #58 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Iconic Forgotten Realms Spells - As Powers and/or New Skill-based Spells
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12-01-2011, 12:08 AM | #59 | |
Join Date: Jan 2006
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Re: New Metamagic Spells
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What limits MM's usefulness is low DPS, an easy spell counter (shield, or any other force armor), and a moderately cheap magic item counter (Brooch of Shielding). I'd cut the damage (even if it only left you with 1 pt each missile), give it enough bennies to hit reliably and ignore armor, and add limitations to represent inability to get through force magic of any kind. |
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12-01-2011, 07:21 AM | #60 | |
Join Date: Sep 2004
Location: Canada
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Re: New Metamagic Spells
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D&D 4e has errata'd magic missile to be unerring with no save, again. It's really an iconic trait.
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d&d, dungeon fantasy, fantasy, gurps magic, spells as advantages, spells as powers |
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