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#31 | |
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Banned
Join Date: Oct 2007
Location: Europe
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The proposed solutions to Heroic Charge, in this thread, always revolve around exotic advantages of some sort (even if your case proposes the use of an exotic advantage to represent sheer non-supernatural skill), whereas my thinking is that it's boosting the realism of the facing rules that'll solve the problem. Because I like the concept of Extra Effort, and I like the idea of having Charge as one of several possible EE actions. |
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#32 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Somewhere on my blog I discuss the possibility of a free facing change to allow mild repositioning against something like this. I'll look for it.
Found it.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#33 |
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Join Date: Oct 2014
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What's edge protection?
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#34 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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An optional rule from Low-Tech: see Blunt Trauma and Edged Weapons on p102.
Edit: Vicky, it might be worth putting this in the uFAQ, since we routine speak of "edge protection", but searching for that phrase doesn't find the rule. |
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#35 | ||||
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Join Date: Sep 2004
Location: Chicago
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Too fiddly for me and my table.
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Our "solution" to Heroic Charge is that it removes -1 from Move & Attack's penalty and ups the cap by 3. Thus, for 1 FP the Move & Attack is at -3 and has a cap of 12. Combatants may choose to spend up to 3 FP (-1/cap 18). Quote:
I'm not averse to Impulse Buys but haven't used them in play. If a player were to ask I'd probably say yes. Quote:
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#36 | |||||||||||
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Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Salutations! lets get on to it then.
One of the things ill say upfront is that in the DF campaign im playing currently, teleport and flight spells are banned by the gods and only work on other planes, it was a nice balancing act hardwired into the setting so that travelling is not a trivial issue. We also introduced a pyramidal cap to skills, to spend more than 16 points in a skill, you need two others at 8, the next cap is 28, to spend more than that in a skill you need 16 in two other skills, then you can invest up to 40 points in a skill and for the moment we set that as a hard cap that you need in game achievements to unlock, and at 700 points no one has unlocked it yet. We allow extra HP at 50% of ST also. Quote:
Social Engineering is extremelly usefull if you have social types, Low Tech and their companions and expansions are excelent. I also loved many pyramids, and we use legendary Katanas from "Low Tech: At the edge of reality" For spells we use almost all pyramids we can get out hands on with new spells, the thaumatology series, specially the magical styles book, epic spells, death spells, etc. Quote:
Racial Templates otoh were created for the setting and do just fine. Quote:
Spellcasters can simply charm away your friends, turn them to stone, give their allies great haste, invisibility, and etc. Due to this hard counter scenario, spellcasters have become a dominating force in the games we play. When it comes to melle, one hand and shield is very powerfull for defense due to the PD bonus, martial arts (a must have book for fantasy imho) suggests treating some balanced 2h weapons as fencing weapons for parrying purposes, our GM allows you to either have that or gain a damage bonus equal to weapon master if you are using a 2h weapon (for those using unbalanced 2h weapons) which stacks with wpn master and shoots damage thro the roof. So high ST, high skill melle types are extremelly powerfull and dangerous, theres an orc warrior in the group that when he turns all his powers up deals 16 dices of damage per hit. With great haste and his extra attack, thats 6 attacks per round at skill 27, we use deceptive attacks so he would attack reducing the opponents defense by 5. His axe is so big, theres a chance of breaking rapiers, staffs and similar weapons, another character, a very social noble with little points invested in combat, manages to be competent by using a large shield, going all out defense, and standing next to the casters and protecting them with sacrificial parrys and blocks. Everyone has a niche to fill in combat, and a well coordinated group can overcome their disadvantages by working toghether, the scout is very powerfull indeed, but it can be overcome by good game design and not giving him a chance to hit arrows on the enemy 100 yards away every combat. We use the racial templates from the setting, and also allow things like powers, weapon master, etc. Basically things where an unusual background could justify something usually fly. The elven mage in our group is from a half air elemental variant, and also unique in that he has no copies in parallel universes, and this allows him to use chronomantic spells, travel across the quantums, and etc. Basically all existing templates are somewhat inspired in something, sometimes existing gurps templates, but its always tailored for setting assumptions Quote:
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If it works, you just increased the point budget of the group by a lot while also weakening the other side. Its a great spell. Thing is, if you dont ban something, remember to have the enemies use it as well. Telepathy can also be a great trivializer, by allowing the PCs to talk with NPCs that have access to vast lore at a great distance, maybe imposing some restrictions or drawbacks can be wise. Great Haste is extremelly powerfull, but I recommend allowing it, as it makes combat more fun imo. Quote:
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You think you are in danger with your DR 9 full plate being hit by a guy that deals 5d+3 damage ? Well I say be happy its not 13d impaling damage. Thats not to say that there isnt a problem with the DMG progression from ST, I just dont think its an issue in DF. Theres healing, armor, spells, and whatnots, I just dont think the current damage progression as is, is that cruel with regards to bypassing armor. In our group, those who can, layer up, im aiming for my character to hit 22 DR someday, at the moment he is at 13 in combat Quote:
individual in game earnings, such as a noble raising in status, reputation, pacts, etc. were awarded as bonus points the moment the player got them. While things such as wealth from a recently acquired gold mine, needs to be bought in points otherwise it comes with equivalent points in disadvantages related to said thing, in the case of the gold mine, corrupt nobles harassing your for your gold, etc. etc. And a penalty in case the player goes completely against his disadvantages/character concept, altho we are lenient with that when the campaign start and allow people to change their disads if they feel like they would like to roleplay other disads more and only discover it over the course of the game. Well in the setting im playing right now, the knowledge of enchanting has been mostly lost, so magical items are sort of like relics, extremelly expensive and not able to be crafted on demand. Still there are things like magical scrolls, potions, and etc. Those are sold mostly on the biggest cities in the world or with specific NPCs. You can also find magical weapons, armor, etc. being sold on towns, but they cost a fortune, your best bet is adventuring. Quote:
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Its great to have healers with 20 HP because they can burn HP to heal others and then heal themselves double. Well hope it was enough to quench some thirst |
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#37 |
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Banned
Join Date: Oct 2007
Location: Europe
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Either in the uFAQ, or in a "terms frequently used by GURPS GMs and players" list.
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| dungeon fantasy, edge protection |
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