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Old 03-14-2008, 03:37 PM   #1
b-dog
 
Join Date: Nov 2006
Default Dungeon Fantasy: Magical weapons question

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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Old 03-14-2008, 03:45 PM   #2
Bruno
 
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Default Re: Dungeon Fantasy: Magical weapons question

Quote:
Originally Posted by b-dog
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?
I assume you mean "hurt" not "hit", although I suppose in the case of a vampire in form of mist "hit" might be appropriate.

In either case, no. Accuracy just increases your skill, and Puissance just increases damage.

Quote:
Originally Posted by b-dog
Do magical weapons allow character to "hit" spiritual beings in Dungeon Fantasy? Or do they need a weapon with "affect spirit" cast upon it?
The enchantment that allows you to attack spirits is Ghost Weapon - it's not automatically included with Accuracy or Puissance.

Quote:
Originally Posted by b-dog
Are some super powerful being going to require higher pluses to hit them like AD&D does? ( Demon lords, Arch devils ect. )
You can certainly write up demon lords and arch devils that can only be hit by magical weapons with +5/+5, Ghost Weapon, or any other enchantment on them. There are no demon lords, arch devils, etc written up and to my knowledge no such supplement is planned in the forseeable future, so as it stands, no. I suppose someone could come up with a Bestiary proposal with demon lords and such in it, but personally I think those are NPCs and should be created for a campaign world. Your millage may vary.

Quote:
Originally Posted by b-dog
Do weapons which have spirits bound to them affect vampires, werewolves, spirits or demons?
Not unless specified in the information about that weapon and spirit, or unless the monster is specified to be vulnerable to weapons with spirits bound into them.
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Old 03-14-2008, 05:12 PM   #3
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Default Re: Dungeon Fantasy: Magical weapons question

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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Old 03-14-2008, 05:28 PM   #4
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Default Re: Dungeon Fantasy: Magical weapons question

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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Old 03-15-2008, 09:32 AM   #5
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Default Re: Dungeon Fantasy: Magical weapons question

Quote:
Originally Posted by b-dog
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>
Many monsters can only be killed by certain weapons, and certain weapons might be more effective against them, but that is entirely dependant on how the monster is made.

Wraiths for example you need magic weapons to kill them, as they have supernatural durability(magic weapons)
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Old 03-15-2008, 01:33 PM   #6
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Default Re: Dungeon Fantasy: Magical weapons question

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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Old 03-15-2008, 01:43 PM   #7
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Default Re: Dungeon Fantasy: Magical weapons question

Quote:
Originally Posted by b-dog
(...) I just recieved 4 new GURPS books; Magic, Fantasy, Basic 1&2 so I have a lot f reading to do>
Ah, that explains a lot!

You have good stuff. Good reading!
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Old 03-15-2008, 04:24 PM   #8
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Default Re: Dungeon Fantasy: Magical weapons question

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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Old 03-15-2008, 05:30 PM   #9
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Default Re: Dungeon Fantasy: Magical weapons question

Quote:
Originally Posted by El Guapo
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?
First, since GURPS skill rolls work on a bell curve, a +5 bonus from "that other game" isn't equivalent to a +5 bonus in GURPS. In GURPS Magic, there are energy requirements for Accuracy and Puissance (damage) up to +3 specified, and up to +5 for Fortify (DR) for armor. However there is a huge increase in energy cost (and therefore price) for higher levels of enchantment. As page 30 in DF1 specifies, "powerful items are only found in dungeons".
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Old 03-15-2008, 09:21 PM   #10
Kromm
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Default Re: Dungeon Fantasy: Magical weapons question

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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