01-16-2010, 12:07 PM | #51 | ||
Join Date: Jun 2006
Location: Spain —Europe
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Re: GURPS Dungeon Fantasy 9: Summoners
Great, I was expecting this release. It seems, in various ways, an essential addition to the Dungeon Fantasy line. Now, I need to actually read it ^_^
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I would bet some people actually sees & uses the various DF installments as companions to 4e GURPS Fantasy, in some way like the Spaceships releases are companions to 4e GURPS Space. Quote:
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01-16-2010, 12:56 PM | #52 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Dungeon Fantasy 9: Summoners
19, if you count the Justiciar from the "Crime and Grime" issue, as well. Heck, 20 if you count . . . oh, wait, that hasn't been announced yet. Nevermind. Yeah, 19 it is.
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01-16-2010, 01:50 PM | #53 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: GURPS Dungeon Fantasy 9: Summoners
You're evil, Rev...
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01-16-2010, 03:37 PM | #54 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS Dungeon Fantasy 9: Summoners
Wait, don't spells easily go into -FP when casting?
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01-16-2010, 04:02 PM | #55 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Dungeon Fantasy 9: Summoners
Attn: I've posted updates for the four new DF9 templates on the "Splitting IQ from Per/Will in Dungeon Fantasy" page of MyGURPS. So if you use my Per/Will house rule, this has all of the changes you'll want to make to the DF templates to accommodate it.
http://www.mygurps.com/d_iqperwill.html
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
01-16-2010, 04:05 PM | #56 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS Dungeon Fantasy 9: Summoners
Easily? See p. B426. For every FP you lose below 0 you take 1 HP of injury as well. Casting healing spells with negative FP is rather counter productive. I'd also assess a skill penalty for Shock to the spell casting roll (which is less severe than the skill penalty for burning HP to cast spells, since it's capped at -4). I wouldn't call that easy.
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01-16-2010, 04:09 PM | #57 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS Dungeon Fantasy 9: Summoners
Not a big deal if HP and/or FP >10 and you're casting a spell which heals MUCH more HP than that (so the off-healer can patch you up later).
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01-16-2010, 08:47 PM | #58 | |
Join Date: Aug 2004
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Re: GURPS Dungeon Fantasy 9: Summoners
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01-16-2010, 09:05 PM | #59 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS Dungeon Fantasy 9: Summoners
Is it just I, or do the templates in this supplement seem best suited to boss baddies?
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01-16-2010, 10:56 PM | #60 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Dungeon Fantasy 9: Summoners
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As for the elementalist and shaman, I don't see it at all. The former is just a specialized wizard (with access to a few minor powers) while the latter is about as neutral as concept as one can get. But anyway, most of the book is already devoted to serving double duty as both "useful summonable Allies" and "monsters you can fight", so there's no reason the templates can't do the same as potential PCs or great bad guys. I'm sure that a 400-point elementalist would be scary as all hell to fight, especially if he spent the extra 150 points on Allies.....
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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bestiary, dungeon fantasy, gurpsland |
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