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#1 |
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Join Date: Nov 2006
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I have a few questions regarding magical weapons. First do magical weapons
allow users to "hit" things ( ie. werewolves, vampire ) that normally require unusual weapons to "hit" ( ie. silver, wooden stakes, fire ) in Dungeon Fantasy? Do magical weapons allow character to "hit" spiritual beings in Dungeon Fantasy? Or do they need a weapon with "affect spirit" cast upon it? What is more important for hitting supernatural things, puissance or fortitude? ( assuming the then ) Are some super powerful being going to require higher pluses to hit them like AD&D does? ( Demon lords, Arch devils ect. ) Do weapons which have spirits bound to them affect vampires, werewolves, spirits or demons? Thanks |
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#2 | ||||
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Join Date: Sep 2004
Location: Canada
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In either case, no. Accuracy just increases your skill, and Puissance just increases damage. Quote:
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#3 |
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Join Date: Aug 2004
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A weapon that could well hurt such monsters would be one that afflicted 0 mana state on anyone 'touched' by it. This means swinging through a vampiric mist HURTS the vampire. The duration of "mana separation" effect could destroy a monster if it's long enough. Neutralizes magical abilities too.
It'd be a single target version of neutralize or destroy mana enchanted into the weapon if done via Magic. An affliction otherwise.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#4 |
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Join Date: Nov 2006
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Thanks, I just want to say I haven't played GURPS in years and even then it was only cyberpunk as I really didn't like the Yrth fantasy world. In any case I still have D&D rules on my mind. I think magic weapons as having some energy that allows then to harm vampires, werewolves and the like. But GURPS rules are that Accuracy just make the weapon more accurate and Puissance just allows more damage. I just recieved 4 new GURPS books; Magic, Fantasy, Basic 1&2 so I have a lot f reading to do>
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#5 | |
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Join Date: Aug 2005
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Wraiths for example you need magic weapons to kill them, as they have supernatural durability(magic weapons) |
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#6 |
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Join Date: Oct 2004
Location: The former Chochenyo territory
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Unless the monsters are created specifically with a weakness to magical weapons, they only have the vulnerabilities (to silver, wood, etc) already in their writeups.
One approach might be to use the Bane enchantment (Magic p.62) to make higher levels of Puissance affordable on a particular weapon. I would allow a Bane vs. "supernatural creatures" to divide enchantment costs by 2, for example. Be prepared for arguments about what is, and isn't, supernatural of course. :) |
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#7 | |
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Join Date: Jun 2006
Location: Spain —Europe
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You have good stuff. Good reading!
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#8 |
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Join Date: Mar 2006
Location: San Francisco
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Marginally related question: it doesn't look like there are rules or costs for magical weapons that go beyond +1 to hit or damage or armor that goes beyond +2 to DR. Am I missing something? Is there a +5 vorpal sword out there just waiting to be found?
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#9 | |
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Join Date: Dec 2004
Location: Concord, NC
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__________________
Scott K. Ellis |
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#10 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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You can probably find a +10 skullsplitter, made by gods or demons, down a hole somewhere. It's just that they don't sell them for cheap at the Wizards' Guild Discount Weapon Emporium.
And the whole concept of "only hit by magic weapons" is from another game. The official simulation for it in GURPS is Unkillable 2-3 with the Achilles' Heel limitation.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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