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#21 |
Join Date: Aug 2004
Location: Austin, TX
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DF also has the very short term attrition of good defenses: best Parry, shield Block, Retreat vs 1 foe, possibly a single Acrobatics enhanced Dodge, maybe an Ally's sacrificial parry.
A lot of common monsters need to collectively attempts 4-8 attacks in a single round at a single melee focused delver in order to attrite all the good defenses down to the point where the monsters can hope to inflict HP loss or crippling injury. But on each character's turn, all their defenses reset and the attrition starts anew. But it's a meaningful consideration on both sides, on top of the long term concerns about HP, consumable equipment, luck or destiny points, and the action economy. One attrition concern that you missed is the cumulative penalty for healing spells (or once/day spells like Great Healing) that influences the willingness to press on after a bad fight. A well-designed healer can heal around 30 HP of injury per delver each day, but most groups won't seek out more combat after receiving 2 Major and Minor Heals because there's no margin if a catastrophic hit occurs.
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#22 | |
Join Date: Jan 2008
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Maybe this is a sign that I need to turn up the difficulty, or tempt them into taking greater risks, but to be frank my players mostly suffer Luck + Bless attrition and not HP attrition. HP attrition mostly comes from AoEs, falling damage, and other incidentals that don't have much chance of adding up to 30+ HP. (And even then my players like to rely on Sanctuary + Healing Slumber anyway, to conserve for emergencies that Major Healing margin you mention.) |
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#23 |
Join Date: Aug 2004
Location: Austin, TX
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I didn't think Sanctuary was DF legal, and it seems crazy expensive for an overnight hole-up.
My groups generally didn't suffer 20+ HP in a fight, though Bruno's minotaur berserker memorably did at least four times: brutal slugging duel with a stone golem, brutal fight with a death knight that started with Mrugnak's leg getting crippled, the massive melee where he ran around on fire with a crossbow bolt sticking out of his eye, and his final fight against a Weapon Master spearman who blinded Mrugnak in both eyes. Groups with berserkers need more healing, what a shock. But it was an infrequent but routine event for someone to take 15+ HP of injury in a single fight and for the group to retreat out of the delve site and return the next day. Or if they were on the road, at least fort up for a day instead of risking more encounters. You should probably check with your players if they're satisfied with the level of difficult and risk/reward. Some groups want a brutal game of difficult choices, and others want minimal challenge escapism, and many groups are somewhere in between. All styles are valid if everyone is having fun.
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#24 |
Join Date: Jan 2008
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Sanctuary is on DF Spells page 35. It's only 5 energy per hour, very affordable if you want to hole up for a while and heal. (4 hours is plenty.) My players like having a Power Investiture 6 Fit cleric around, which gives the cleric 18 energy per hour even in a low-Sanctity zone like a Sanctuary; leaving roughly 14 energy per hour for stuff like Healing Slumber.
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#25 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Even if you do this well, there will be occasions when being attacked from behind is unavoidable. You need to minimise that as much as possible. Don't skimp on rear armour; I'm starting to wonder about the cost and weight of having better armour at the back than the front. The short combat turns and detailed movement that GURPS uses change some of the expectations of combat. Spellcasters who hear a party outside their rooms should get at least six hexes away from the door to avoid getting hit by a Move and Attack in the first second.
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campaign design, d&d, pathfinder |
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