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Old 08-17-2012, 03:43 PM   #71
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Originally Posted by PseudoFenton View Post
Also, I feel there is some read thread drifting here, perhaps we should start a new thread for idly discussing this - rather than all crowding over a DF15 thread.
I agree completely. The posts about doing a DF compilation can now be found in this new thread. Let's keep this one at least tangentially focused on DF15.
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Old 08-17-2012, 03:50 PM   #72
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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If you don't care quite as much about the little guy's comfort, you could launch him with a football-style kick instead. IIRC from the thread discussing that option, you'd treat it as a normal throw, but with -2 DX and +2 (or +20%) ST, akin to the Using the Legs rule (MA79).
So, how do you the Bouncing power in 4th edition?
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Old 08-17-2012, 03:54 PM   #73
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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So, how do you the Bouncing power in 4th edition?
Super Jump with the Bouncing enhancement (GURPS Powers, p. 80).
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Old 08-17-2012, 04:12 PM   #74
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

Just thought of another odd-ball question that has been floating around my head since DF9, and DF15 brings it up again. Shamans don't have any Heal spells on their spell list... besides their function of talking to spirits, shamans are healers in 99% of any sources I have ever read... I assumed DF9 didn't make them healers for niche protection, and added minor heal to their spell list as a house rule, but I notice DF15 puts Shamans in the Initiate group and all other summoners in the Apprentice category - making fledgling Shamans in the same niche.
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Old 08-17-2012, 05:27 PM   #75
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Just thought of another odd-ball question that has been floating around my head since DF9, and DF15 brings it up again. Shamans don't have any Heal spells on their spell list... besides their function of talking to spirits, shamans are healers in 99% of any sources I have ever read... I assumed DF9 didn't make them healers for niche protection, and added minor heal to their spell list as a house rule, but I notice DF15 puts Shamans in the Initiate group and all other summoners in the Apprentice category - making fledgling Shamans in the same niche.
Shamans have Power Investiture, the other summoners have magery variants. Standard druids don't get healing spells either, unless you use DF7.

Shamans can get healing spells by taking the new realm power-up, and taking a realm with healing spells (most of them)
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Old 08-18-2012, 09:27 AM   #76
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

Druids and Shamans can both heal, they just have to be a little creative about it.

Druids heal party members by application of Plant Form Other and Heal Plant.

Shamans summon healing spirits and get them to do the heavy lifting.
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Old 08-18-2012, 09:39 AM   #77
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Druids heal party members by application of Plant Form Other and Heal Plant.
While I know that's perfectly RAW-legal, it feels very... strange. I can't think of any example in fiction where a character was healed by first being turned into a plant. Fictional "nature priests" who don't heal using magic tend to use herbal remedies instead (in GURPS terms, Esoteric Medicine and Herb Lore-crafted potions.) Of course, GURPS' potion-crafting rules are not particularly conducive to the fast pace of DF games. Specifically, there's no way to quickly brew a potion in response to a particular threat ("Oh no! The Cleric and Fighter have been paralyzed by poison!") Hmm... maybe Druidic "potions" would be better represented as spells with material components...
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Old 08-18-2012, 06:37 PM   #78
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Of course, GURPS' potion-crafting rules are not particularly conducive to the fast pace of DF games.
DF characters specifically cannot make potions ever.
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Specifically, there's no way to quickly brew a potion in response to a particular threat
Artificers can use a Gizmo with Quick-Gageteer for this (GURPS Dungeon Fantasy 4: Sages page 4). Also RPK has some rules for DF Alchemists on his MyGurps that allow for an intermediate between store-bought and Gizmo potions.

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Old 08-18-2012, 07:22 PM   #79
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Originally Posted by sir_pudding View Post
DF characters specifically cannot make potions ever.
Hem-hem:
Quote:
Originally Posted by Dungeon Fantasy 1: Adventurers, p.26
Backpack Alchemy Lab. Basic equipment for identifying potions and magic items with Alchemy skill; -2 to brew potions in the field. $1,000, 10 lbs.
This is here to pad out the message to make it long enough to post.
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Old 08-18-2012, 07:36 PM   #80
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Default Re: GURPS Dungeon Fantasy 15: Henchmen

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Hem-hem:
I'm fairly sure that's meant to apply to the use of Quick Gadgeteer with Gizmo to brew an Unstable potion (Sages p 4) but now I'm at a loss to find where it states PCs can't brew potions. RPK certainly thinks they can't:
Quote:
Originally Posted by myGURPS
For game balance, the original Dungeon Fantasy rules forbade PCs from creating potions.
http://www.mygurps.com/d_alchemy.html?p=ird&v=0]

EDIT:
Although the Crafting rules in DF2 say you can Brew between adventures, so I guess Jason's just wrong?

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