02-08-2021, 12:46 PM | #31 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: How should i run monsters?
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In the right setting, racial magic works fine, but it's a way to model a race with a magical ability to withstand fire (eg. a race of Fire Gnomes whose excellent smithing capabilities are aided by their ability to reach right into the forge, or something like that), as opposed to a race that can't be damaged by fire because of their nature (which may or may not be affected by mana, doesn't depend on a successful skill roll, cannot be negated by Dispel Magic or other countermeasures, etc., like a lava lizard that lives in a volcano). I'm not saying I'm happy with this state of affairs. I wish there was a cleaner way to have "immune to fire damage" as an ability that costs less than hundreds of points. But clearly the publishers have declared DR the canonical method. |
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02-08-2021, 01:29 PM | #32 | |
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Re: How should i run monsters?
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It takes some experience (ChaosCoyote can't roll less than a 14 unless it's dramatically appropriate or hilarious), but I aim for a minor enemy to be able to, on an average hit, do about 1/5 to 1/4 of their HP. Major foes should be able to inflict between 1/3 and 2/3 HP damage on a hit. Bosses should be able to KO a PC (inflict full HP loss) on a successful hit. All of these successful hits are related to the characters that are most likely to be on the front line. Characters with lower defenses should be aware of this and should be managing their characters appropriately. For our Kingdom Hearts game, shadows do 1d-1 cutting, but the party doesn't have any DR or IT:DR yet (I'm also changing IT:DR a bit for this game, it's an HP multiplier, to reduce book keeping). The party has really good defenses, so long as they're using their chosen items (Ruby's shield gives her a Cosmic block of 12, Kay's sword gives her a Cosmic parry of 11, Karyl's wand gives her a Cosmic parry of 10). So, other than Kay (who is ChaosCoyote's character), the party has a good chance of avoiding damage. During the first fight, to show the threat of the shadows, the party only got hit once with Kay taking a total of three points of injury. The way I usually do it is base it on Insubstantial. I just call it Insubstantial (Only vs Damage [-10%], Affects Substantial, Limited Defense [from DR]). So, with Multiplicative Modifiers, invulnerability to fire would be 80 points. Since it's a GM-call to allow the ability, I don't require characters to take Affects Substantial on their other abilities since it's just a place-holder for an invulnerability. |
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02-08-2021, 01:37 PM | #33 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: How should i run monsters?
That's mostly because GURPS 4th edition decided that immunity to a damage type isn't actually an ability that should exist (though in the case of fire, there's an upper limit to what actual flame can do, so just get that much DR. Of course, you'll still get vaporized by something hotter than chemical flame can achieve).
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02-08-2021, 01:53 PM | #34 | |
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Re: How should i run monsters?
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So, if you want an ability like that, you have to decide how many points it's going to be worth in your game. On the other hand, you can just apply an amount of Fire-resistant DR that equals the maximum damage that any fire can inflict in your game and move on. If it heals them, staple some absorption on it. That's how Fireball does it. He has DR 20 vs fire only with absorption. |
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02-08-2021, 03:16 PM | #35 | |
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Re: How should i run monsters?
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Resistant regarding Immunity states: "You are totally immune to all noxious effects, and never have to make resistance rolls". I would say taking damage from fire qualifies as a "noxious effect" so Resistant (Immune, Fire, very common) [30] should be viable by RAW.
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02-08-2021, 03:24 PM | #36 | ||
Join Date: Jul 2008
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Re: How should i run monsters?
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And, well, who said immunity to major ordinance should be cheap? It's rules-legal. It also has idiosyncratic failure modes (if the spell gets disrupted you can suddenly burn to death) and basically amounts to 'bypass the build system because wonky Magic mechanics are stronger'.
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02-08-2021, 03:38 PM | #37 | |
Join Date: Oct 2007
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Re: How should i run monsters?
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02-08-2021, 04:41 PM | #38 | ||
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Re: How should i run monsters?
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02-08-2021, 06:01 PM | #39 | |
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Join Date: Aug 2004
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Re: How should i run monsters?
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For example, Basic which is one year older (2004) got the section on Magery with regards to limitations (p 66-67) totally revised in Thaumatology (p 20-21) as explained in Partially Limited Magery Thaumatology is from 2008 which means there are likely revisions after it. This is why I don't take much stock in a 16 year old rule given that in just 4 how magery with limitations worked, as presented in the core book, got changed. I'm not exactly thrilled with this as it reminds me of how Classic started going off the rails where the "Universal" part of the game got effectively thrown out the window as what the "canonal" rules were varied depending on which books you had. Classic: Aliens is a prime example of that as the Compendiums effectively threw out many of its point totals and even changed how some of the advantages and disadvantages worked.
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02-08-2021, 07:58 PM | #40 | |
Join Date: Mar 2013
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Re: How should i run monsters?
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