Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 03-05-2008, 07:14 AM   #21
Tommi_Kovala
 
Tommi_Kovala's Avatar
 
Join Date: Nov 2005
Location: Helsinki, Finland
Default Re: DF: The Best Races/Classes

Quote:
Originally Posted by Bruno
Obviously the correct solution is to get the minotaur barbarian a chain long enough to tether him to the safe with him outside the NMZ, then you buff him until he glows in the dark and he drags it out to somewhere where the silly little faerie can do his stuff.

What?
Obviously.
Total demolition is merely a continuation of lock-picking by other means.
Tommi_Kovala is offline   Reply With Quote
Old 03-05-2008, 08:54 AM   #22
Not another shrubbery
 
Join Date: Aug 2004
Default Re: DF: The Best Races/Classes

Quote:
Originally Posted by Bruno
Obviously the correct solution is to get the minotaur barbarian a chain long enough to tether him to the safe with him outside the NMZ, then you buff him until he glows in the dark and he drags it out to somewhere where the silly little faerie can do his stuff.
"Wottaya mean there's no dynamite?!" *grumble*
Not another shrubbery is offline   Reply With Quote
Old 03-05-2008, 10:02 AM   #23
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: DF: The Best Races/Classes

Quote:
Originally Posted by Tommi_Kovala
Total demolition is merely a continuation of lock-picking by other means.
That's the next step, or the correct choice if for some reason the traction method doesn't work. My minotaur, for example, deals out 7d+something wielding the Portable Ram all by himself. Doors are but a minor impediment and a noise making device.

The safe would be a bit trickier, but I think something could be done.

Quote:
Originally Posted by Tommi_Kovala
"Wottaya mean there's no dynamite?!" *grumble*
Fireballs are always appropriate, I suppose. Lacks the essential je-ne-sais-quois that smashing it with a sledgehammer hammer has, though.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 03-05-2008, 10:34 AM   #24
Not another shrubbery
 
Join Date: Aug 2004
Default Re: DF: The Best Races/Classes

I've always wanted to visit Finland.

heh
Not another shrubbery is offline   Reply With Quote
Old 03-05-2008, 11:27 AM   #25
Ze'Manel Cunha
 
Ze'Manel Cunha's Avatar
 
Join Date: Jan 2005
Location: Stuttgart, Germany
Default Re: DF: The Best Races/Classes

Quote:
Originally Posted by Kromm
So this Dependency amounts to injury while the party figures out how to open the doors on the No Mana Prison O' Doom without spells, or as the party journeys down the mile-long mana-free tunnel between the surface and the dungeon, intended to keep the zombies from escaping.
I don't know how Kromm and the rest of you guys feel about aspected magic in general, but one of the things I like to do is to vary up and down the magical aspect of certain areas.

So in a temple dedicated to a death goddess, which is being protected by undead and has been the site of numerous sacrifices, the aspect of the area might very well be +10 for Necromancy and -10 for all other magics, which would be the equivalent of a Very High Mana area for Necromancy and a No Mana area for everything else.

Meaning once they entered the temple the party's Nymph with dependency would be getting real sick because she couldn't process the necromantic energies, but the party's ghoul would be feeling on top of the world.
Ze'Manel Cunha is offline   Reply With Quote
Old 03-05-2008, 12:30 PM   #26
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: DF: The Best Races/Classes

Ze's approach is mine as well. I just kept it out of DF because aspecting can get complicated really quickly. But it's a good idea.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 03-05-2008, 02:47 PM   #27
vitruvian
 
Join Date: Aug 2004
Default Re: DF: The Best Races/Classes

It occurs to me that you want to be careful with the placement of NMZs, since once recognized, they're not only a hazard to those in the party with Mana Dependency, they're also an opportunity for anybody who may have picked up a cursed item...
vitruvian is offline   Reply With Quote
Old 03-05-2008, 04:12 PM   #28
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: DF: The Best Races/Classes

Quote:
Originally Posted by vitruvian
It occurs to me that you want to be careful with the placement of NMZs, since once recognized, they're not only a hazard to those in the party with Mana Dependency, they're also an opportunity for anybody who may have picked up a cursed item...

Curses aren't mana-dependant, they're driven usually by divine irritation.

This will let you ditch an item with Hex on it, but that's just magic.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 03-05-2008, 07:56 PM   #29
vitruvian
 
Join Date: Aug 2004
Default Re: DF: The Best Races/Classes

Quote:
Curses aren't mana-dependant, they're driven usually by divine irritation.

This will let you ditch an item with Hex on it, but that's just magic.
I was thinking of cursed magical items, of which there are presumably other types than Hex. The evil Soul Jared wizard in the ancient tome you picked up can't whisper in your mind while in the NMZ, either.

Of course, for divine curse, you need to find a No Sanctity Zone.
vitruvian is offline   Reply With Quote
Old 03-06-2008, 05:26 AM   #30
sjmdw45
 
Join Date: Jan 2008
Default Re: DF: The Best Races/Classes

Aha! Coleopterans have 4 arms and 1 Extra Attack. Aside from letting them throw 4 throwing hatchets in one turn using the Ranged Rapid Strike rules (at significant penalties, but it can be done), it lets them make up to five unarmed parries per turn before taking penalties (one per arm plus one low-line leg parry). Arguably they should be able to do the same thing with weapon parries, or to defend with a shield, a halberd, and a rapier simultaneously (Extra Attack shows they have the coordination to manage two weapons), which makes up at least a little bit for not being able to wear armor.

I knew those extra arms had to be good for something. :)

-Max
sjmdw45 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:45 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.