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Old 10-30-2022, 01:32 AM   #1
tbone
 
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Join Date: Aug 2004
Default Re: DFRPG questions: Discrepancy/errata (?) edition

Quote:
Originally Posted by Kristoffer View Post
1) I would assume it is correct. A HT of 23, would represent a tough as hell monster, with very little likelyhood of getting takendown by even an arrow to the eye.

2) the asterisk is there because it takes a ready maneuveur to switch between one-handed and two-handed grip.

3) I doubt they mean FP, but I am not sure.

4) I imagine that, you use search due to the deliberate hiding on pack animals and other forms of small transportation. Otherwise for looting a room, I ask my players to roll Scrounging, and for deliberately hidden doors, safes, etc. they roll traps. I assume that rather than having the guard roll several different rolls, they choose Search as the most appropriate.

5) Might be an actual discrepancy, but I think that since a gem requires an evaluation, then the idea is that vendors only accept them for what they think they are worth, compared to coins that trade at full value regardless.
1) The text does seem clear in specifying HT 23. It's just... odd in the game; no other monster is built like that. It essentially means "some ogres succeed at all HT rolls (crits aside), die only at -5xHP, etc.".

Maybe that idea comes from some depiction of ogres in literature; I don't know. But... well, nothing wrong with an oddity or few in the game. I'll take it as written, not as an error.

2) That may be, but then again, there are other weapons that allow one- or two-handed use but don't have the asterisk. (Even then, maybe everything is according to a plan: perhaps the rule is "the weapon gets an asterisk if it can be used 1- or 2-handed with the same skill; no asterisk if 1- vs 2-handed use involves different skills (a la bastard sword)".)

3) I'm guessing it should be FP, for the simple reason that spells are cast using FP, not HP.

4) Your procedures for searching sound fine. I only note that the book's text isn't clear. I'd like to see future updates note in both descriptions that Search is indeed used for searching packs/wagons, not only pockets, bodies, etc.

Anyway, all minor stuff. Overall, DFRPG is nicely clear, and low on errors & contradictions.

Thanks for the reply!
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Old 11-02-2022, 02:48 PM   #2
Kristoffer
 
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Default Re: DFRPG questions: Discrepancy/errata (?) edition

Quote:
Originally Posted by tbone View Post
1) The text does seem clear in specifying HT 23. It's just... odd in the game; no other monster is built like that. It essentially means "some ogres succeed at all HT rolls (crits aside), die only at -5xHP, etc.".

Maybe that idea comes from some depiction of ogres in literature; I don't know. But... well, nothing wrong with an oddity or few in the game. I'll take it as written, not as an error.

2) That may be, but then again, there are other weapons that allow one- or two-handed use but don't have the asterisk. (Even then, maybe everything is according to a plan: perhaps the rule is "the weapon gets an asterisk if it can be used 1- or 2-handed with the same skill; no asterisk if 1- vs 2-handed use involves different skills (a la bastard sword)".)

3) I'm guessing it should be FP, for the simple reason that spells are cast using FP, not HP.

4) Your procedures for searching sound fine. I only note that the book's text isn't clear. I'd like to see future updates note in both descriptions that Search is indeed used for searching packs/wagons, not only pockets, bodies, etc.

Anyway, all minor stuff. Overall, DFRPG is nicely clear, and low on errors & contradictions.

Thanks for the reply!
2) When there is a an asterisk, it means there is a ready maneuver to change grip, if there isn't, you don't have to use a ready maneuver.

3) Nah, I think it is HP, besides HP can be used to cast spells.
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Old 11-23-2022, 10:18 AM   #3
beaushinkle
 
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Default Re: DFRPG questions: Discrepancy/errata (?) edition

I think Alchemy in the Field could use some clarification.

For instance, on DFA72, we have the Alchemy skill.

Quote:
...Most potion brewing is done by NPCs. If you have time in town, though, a successful roll will let you do some of the work yourself, scoring a 20% discount. See Getting Stuff Cheap (DFE13-14).
DFE13 says:

Quote:
Brewing: Individuals with Alchemy can use the crafting rules above for any chemical or potion.
Which refers to:

Quote:
Crafting: Heroes with Armory can start with ordinary weapons and armor of their own making – anything listed in Adventurers that isn’t fine, magical, or otherwise extraordinary. Materials and labor consume starting cash equivalent to list cost, but roll against skill: any success reduces the price by 20%, while any failure means wastage that adds 10%. Use whatever specialty (Body Armor, Melee Weapons, or Missile Weapons) suits the item.
So here, it's a little odd. Crafting specifies starting cash. As in, when you create your character, you can roll against Armory or Alchemy or whatever to get your starting equipment cheaper. It doesn't provide a way for characters to get discounts (as implied by the alchemy text on DFA72) after play begins. The time doesn't matter for character creation: any time spent happened before play, but it is relevant after play begins.

For instance, say that a player wants to craft a craft 10 arrows in town. How long does that that take? Does it take the same amount of time as crafting Scale Armor? Say that an alchemist wants to craft a Minor Healing Potion ($120) in town - how long does that take? Does it take the same amount of time as crafting an Invisibility Potion ($2250)?

This gets more awkward when we get to field crafting. A scout runs out of arrows on a delve and wants to craft more. Unsupported. A Wizard wants to use their Backpack Alchemy Lab ($1000, 10lbs) to craft a Strength Potion ($250). The Backpack Alchemy Lab (DFA114) says "-2 to brew anything in the field".

This implies that field crafting is possible, but what are the rest of the parameters? Or more specifically, how many labor-hours does it require to make such a thing?
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Old 11-23-2022, 10:35 AM   #4
beaushinkle
 
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Default Re: DFRPG questions: Discrepancy/errata (?) edition

Cheap Weapons and Armor
DFE49 notes:

Quote:
Weapon quality modifies the odds: +2 if the parrying weapon is cheap, -1 if fine, or -2 if very fine.
Quote:
Equipping every humanoid foe this way is giving away money – so unless that’s the goal, the GM should outfit ordinary zombies and orcs with clubs or spears, and cheap or no armor.
The only reference to the definition of what a cheap weapon is that I can find is on DFA49:
Quote:
You can parry with a non-weapon of suitable size and shape, using the closest melee weapon skill. A pole could parry like a staff; a bow, like a club. Such weapons count as cheap for breakage; see Parrying Heavy Weapons (below).
GURPS basic includes a mechanical definition of Cheap weapons on B276 that we can smoothly import. I haven't found an official one yet for Cheap armor.

Winter / Arctic Clothing
The rules for Temperature on DFE70 state:

Quote:
Cold: Roll at -5 without winter clothing or for wet clothing, 0 for dry winter clothing, or +5 with genuine arctic clothing.
But winter clothing and arctic clothing are both undefined. A little bit of digging reveals that they were both defined on DF16, p16, and were probably forgotten in the DF => DFRPG conversion.

Last edited by beaushinkle; 11-23-2022 at 10:46 AM.
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Old 11-24-2022, 07:50 AM   #5
tbone
 
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Default Re: DFRPG questions: Discrepancy/errata (?) edition

Quote:
Originally Posted by beaushinkle View Post
This implies that field crafting is possible, but what are the rest of the parameters? Or more specifically, how many labor-hours does it require to make such a thing?
I figure it's just something the game intentionally leaves out. Almost all of the "how much time do in-Town tasks take?" stuff is filed under "don't worry about it".

Which I'm fine with. But it does necessitate some GM calls:

"You'll have just one day in Town."
"Okay. I need to craft a new set of plate armor."

Hmm...
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