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#11 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I should add that fantasy ninja can certainly chuck all manner of super-effective iron spikes through the air, at the ground, etc., and that's what the caltrops in DF are intended to allow. A great deal of ninja culture has naturalized in modern fantasy, including not just those spikes, but also nageteppo, phenomenally deadly TL3-4 poisons that work in tiny doses, concealed blades everywhere, and blowpipes that shoot a variety of unlikely things. It's hard to find a fantasy RPG that doesn't have blowpipes, caltrops, smoke bombs, throwing stars, etc. nowadays. Game designers customarily amplify the effectiveness of such things to give low-ST, high-DX/IQ "assassin" archetypes the ability to fight the dragons and the knights in full (mature TL4) jousting armor that also seem to be everywhere in fantasy RPGs. Such are the wages of the kitchen sink!
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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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#12 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Unless you count hedgehogs (those giant caltrops you see in military fortifications) those are designed to stop tracks.
Last edited by sir_pudding; 08-26-2012 at 03:13 PM. |
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#13 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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And anything else that rolls, I'd imagine! ;)
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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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#14 |
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Join Date: Sep 2004
Location: Canada
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Well, true - but for normal vehicles it's more like bollards or walls than caltrops :)
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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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#15 |
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Join Date: Feb 2009
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A DF ninja with weapon master ninja with traps at stat + 2 with very fine caltrops can defeat even wearers of footwear!
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#16 |
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Join Date: Nov 2009
Location: Oregon
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Strictly speaking, I don't think placed traps benefit from the Weapon Master damage bonus. In the description, it specifies it only applies to muscle-powered melee and ranged weapons; caltrops are sorta muscle-powered, but it's the muscles of the victim, not the prospective master.
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#17 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#18 | |
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Join Date: Mar 2010
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#19 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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If people don't want their ninja to be too powerful for the price, I would certainly have no problem with Traps Master [20] allowing +1 per die of damage for Traps at IQ+1, or +2 for Traps at IQ+2 or better . . . and then letting this apply even to the stuff that isn't set using the Traps skill, like caltrops hastily chucked in a fight.
And frankly, if the GM allows very fine caltrops for $250/hex (+49 CF becuase they're "other melee or thrown weapons," not swords), and players want to buy a one-use trap for $250, why not? I'd make them a ninja-only item, though.
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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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Join Date: Nov 2009
Location: Oregon
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| Tags |
| caltrops, dungeon fantasy, low-tech, traps |
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