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#1 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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You kick him out.
You might (should!) do it politely, but if his gaming style is ruining the fun for the rest of the group, then he needs to go. I'm too old to muck with that sort of sophomoric stuff anymore. Damn kids. :-)
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#2 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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I wouldn't have put up with that when I was a kid. Why play with someone that cannot or will not resist the urge to stomp on everyone's fun?
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#3 |
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Join Date: Feb 2012
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Recently we decided to "come back to origins" for an adventure and we take The Temple of Elemental Evil, playing with D&D.
The party is made of two members. A halfelf/halfminotaur cleric and a draconic tiefling rogue. When we created there characters, we simply thought "in a world where it's common that two guys travelling from a village to another can encounter a fliyng Yeth hound or a fire salamander (more similar to a lamia than to a salamander), how could be freakish a similar party?" DF is D&D flavour stuff. A lot of player in the world enjoy this kind of fantasy settings. Having dozens or hundreds of sentient races living in a similar melting pot can obviously bring to odd parties. But are they odd in the game world? In a classical fantasy setting (thinking of '70es an '80es) playable races are usually little. Other, more exotic races are ususally forbidden by BG reasons: an half-ogre cannot go in a city, village, nor stay near them, because he would be attacked as soon as seen. In modern mainstream fantasy, it is often stated that there is hate between races, but in the end nobody care a lot of a lich necromancer going to shopping in central plaza with his halfmermaid/half demon friend. A party is freakish or not only with regard to setting. The really important thing is that you and your players set in advance which degree of harmony you wish in the party. I never made a problem of a super loyal and cohesive party even if in the setting members come from enemy races. Simply settle in advance characters' life history, how they met, why they work together. An orc can be the best friend of an elf, if you settle so, or they can share a goal and be willing to forgot their reciprocal dislikes for a brief period. On the other hand, I stress that in a overly freakish game world there's no odditiy in a pixie, a minotaur, a halfhobbit/halfdwarf and a fire fiend going to restaurant together. Last edited by Ji ji; 10-29-2012 at 05:31 AM. |
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#4 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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And the third character is a Holy Warrior... of a deity of love and lust!
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#5 | ||
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Join Date: Feb 2011
Location: Cambridge, MA
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Quote:
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When no one in our party had the Affect Spirits spell we did have some trouble with ghosts. We basically had to run away from them, as a result of which a few of us ended up Cursed. The cleric learned Affect Spirits the next time we got back to town. Not having really good targeted ranged attacks is a bit of a hole, but one of the demons is double Chaos (highly recommended!) and can throw entropy clouds at people. And the rest of us have a few tricks like thrown knives, missile spells, etc. All of that said, you need a healer in any decent party. Whether it's a druid with Plant Form Other and Heal Plants, a Holy Warrior with Healing, even a wizard with Minor Healing, some kind of healing is a necessity. With the right potions maybe you can even get away without that... |
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#6 | |
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Join Date: Mar 2010
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Quote:
awful Saturday morning cartoon show for ages 10 years & under. Will someone be rolling up a Purple Muffin that has combat experience? :) |
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#7 |
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Join Date: May 2011
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Ogres and Half-Ogres with decent Karate and Judo and so forth can be devastating in combat. Throw in those chi abilities, a little bit of Striking ST, and an Ogre ninja makes as much sense as a Dwarven Knight or a Half-Elf scout. You cannot disarm this guy. Take away his sword and kusari and he will just one-shot enemies with exotic hand strikes and punches.
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#8 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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And frankly, a wizard suffers few disadvantages from being a pixie... and a half-ogre will almost always be a dangerous combatant.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#9 | ||
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Join Date: Mar 2010
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strength, is usually as dumb as bag full of hammers. Why not have a half-pixie/half-ogre ninja? :-) Quote:
like Reality TV. It would be interesting to hear about the final report when the game wraps up. |
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#10 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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And frankly, the only downsides of half-ogres are -1 IQ - which is manageable - and the Social Stigma and Ugly appearance, and social abilities aren't really part of the ninja's niche anyway. Besides, anime and manga series focusing on ninja frequently have ninjas of the "strong but dumb" archetype, and these were at least as much of an inspiration for DF: Ninja as real world history - likely more so. So who am I to argue? It's not like the whole Dungeon Fantasy series takes itself terribly seriously anyway...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! Last edited by Jürgen Hubert; 11-01-2012 at 09:02 PM. |
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| Tags |
| dungeon fantasy |
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