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Old 02-05-2018, 06:40 PM   #1
rerednaw
 
Join Date: Jul 2006
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Default Dungeon Fantasy GURPS Crowd Control Advice?

Hey sorry for bombarding you folks with all the questions. Again for those who have not read my other posts, have not played since 2nd edition and we are starting a Dungeon Fantasy group.

My next question deals with large groups of mooks. What do you suggest as best crowd control methods. Our current is Martial Artist (strikes), Martial Artist (grappling), Melee Barbarain, and me a Scout (bow). I seem the be the only player who took everyman and non combat skills...but I could not cover all the bases and am thinking maybe switching to caster to be better support. Even casters in GURPs cannot do it all I realize, but they do lend themselves to having a bigger toolbox.

So that said, I do want to contribute in combat so was looking for suggestions on crowd control. On the mundane side, caltops and such...what about on the magic side?
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Old 02-05-2018, 07:30 PM   #2
D10
 
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Default Re: Dungeon Fantasy GURPS Crowd Control Advice?

Well imho magic is the best source of generic crowd control thro area spells like grease, mass daze, wall of lightning.

If that is not available, then mundane items that emulate these effects can be a good plan B.

Granades that spread sleeping poison, or that spread oil on the floor, or fill an area with smoke that impairs vision, or just plain simply deals aoe damage are good bets for crowd control.
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Old 02-05-2018, 07:32 PM   #3
mlangsdorf
 
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Default Re: Dungeon Fantasy GURPS Crowd Control Advice?

Our usual mundane crowd control solution is rapid murder. If your melee types can kill everyone nearby and start stepping back, and the scout picks up any stragglers, you can reach the enviable situation where all your foes have to make either Move and Attacks, All-Out Attacks, or Moves to reach you. Then you just weather the next round of attacks, murder the opponents, and keep falling back.

But that assumes the swashbuckler + weapon master knight + dwarf cleric type parties that I used to see a lot in my group, and that's not you. I would advise that at least two people have Throwing or Throwing Art, a potion belt, and 4 vials of alchemical fire, blinding powder, sleep potions, or death potions.

Magic spell crowd control is some kind of area spell. Favorites include:
Create Fire (+ Shape Fire to relocate created fires)
Glue (pins down weak monsters)
Grease (low DX monsters fall over and never get up)
Shape Earth (impromptu walls)
Fog (Blocks line of sight but doesn't stop movement)
Wall of Lightning (can't be relocated but can do a lot of damage)

Less good options include:
Mass Daze (Effective, but slow to cast)
Terror (Unpredictable effects)
Darkness (monsters can't fight what they can't see; risky as many monsters have Dark Vision)
Fire Cloud, Spark Cloud (expensive and slow)
Pollen Cloud (cheap, weak, a lot of things are Immune to Metabolic Hazards)
Windstorm, Sandstorm, Sparkstorm (expensive and slow, but very effective)
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Old 02-05-2018, 08:12 PM   #4
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Default Re: Dungeon Fantasy GURPS Crowd Control Advice?

Quote:
Originally Posted by rerednaw View Post
Hey sorry for bombarding you folks with all the questions. Again for those who have not read my other posts, have not played since 2nd edition and we are starting a Dungeon Fantasy group.

So that said, I do want to contribute in combat so was looking for suggestions on crowd control. On the mundane side, caltops and such...what about on the magic side?
Your the Scout with the Invisibility spell right?
Do you have a Charm perk or actual magery?
If not Magery see about a magery or spell archer lens.
Spell Arrow can be very powerful with the right spells.
Flash and thunderclap are cool impairment spells. Grease, Ice Slick, and Glue are powerful crowd control spells.
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Old 02-05-2018, 09:34 PM   #5
evileeyore
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Default Re: Dungeon Fantasy GURPS Crowd Control Advice?

Bard's can make decent Crowd Control specialists. Martial Artists, Knights, and Barbarians with Intimidate (martial Artist with Kiai to a more limited degree).
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