DFRPG adjustments?   Posted by Narrator.Group: 0
Christine Bjorn
 player, 1261 posts
 blue haired
 mountain elf
Sun 24 Sep 2017
at 22:21
Re: DFRPG adjustments?
Narrator:
The most functional thing for keeping cracker around is a a summonable ally; you were acquiring them for such low fatigue that is effectively what they were. Treat as 62 pt ally constantly around.



Ah, OK. why 62 points? Original build was 20 points, and one from summoners is 60 points, right?
Ardenas Barehand
 player, 901 posts
 Human martial artist with
 a few spells on the side.
Sun 24 Sep 2017
at 23:28
Re: DFRPG adjustments?
Sigh.

This is why I dislike and usually avoid changing rules in the middle of an ongoing game.  Even my leather-clad characters are going to have encumbrance problems if I have to buy new armor for some reason.
Chye Isuel
 player, 867 posts
 Osu! Ora Chye Isuel!
 Dragon descended, Youxia
Sun 24 Sep 2017
at 23:38
Re: DFRPG adjustments?
i agree
Narrator
 GM, 4457 posts
 DM says
 roll for initiative!
Mon 25 Sep 2017
at 01:34
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 68):

62 points is the 25% value of character base, although Christine's 25% is probably higher. Book value for generic flying elemental is 60, you would get it at that price and it would "level up" with you.
Christine Bjorn
 player, 1262 posts
 blue haired
 mountain elf
Mon 25 Sep 2017
at 08:27
Re: DFRPG adjustments?
In reply to Narrator (msg # 71):

Ah, cool. So having such an Ally would cost 2 x frequency of appearance. If I go for a frequency of appearance of fairly ofter (9 or less) as I have just 3 cp unused, then I can increase that later right?

Also, if I take an ally, can I use the original template (the custom one) with an increase Dex and IQ, since she can create them, and this is not a temporary one?

In a similar vein, what is the advantage of the Create Elemental Spell over the Summon Elemental spell under the new rules? There is double the cost, but I cant see any advantage now...both last for an hour, and both must use standard templates.
Narrator
 GM, 4459 posts
 DM says
 roll for initiative!
Mon 25 Sep 2017
at 21:16
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 72):

Ally cost for 60ish pt character is a base of 1 pt, for "always on" it is 4 pts one that shows up on a 12 or less but can be instantly summoned costs 4 also... and prevents you from having fire in the rain, in the flammable oil shop... appearing on a 15, but summonable costs 6 pts
Christine Bjorn
 player, 1263 posts
 blue haired
 mountain elf
Mon 25 Sep 2017
at 21:37
Re: DFRPG adjustments?
In reply to Narrator (msg # 73):

Yeah, picked up on that. How unique are they allowed to be though?

Also, what is the advantage of the spell Create Elemental over Summon Elemental?
Narrator
 GM, 4462 posts
 DM says
 roll for initiative!
Mon 25 Sep 2017
at 21:40
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 74):

I would prefer they fit the standard templates from summoners and allies.

The advantage is that the created elementals are automatically loyal and do not need reaction rolls to control.
Christine Bjorn
 player, 1264 posts
 blue haired
 mountain elf
Mon 25 Sep 2017
at 21:53
Re: DFRPG adjustments?
In reply to Narrator (msg # 75):

Ah, Ok, Thanks.
Chye Isuel
 player, 877 posts
 Osu! Ora Chye Isuel!
 Dragon descended, Youxia
Mon 25 Sep 2017
at 23:16
Re: DFRPG adjustments?
i forget if i asked this awhile back, but if maintained, can one rapidly heal oneself my merging with a body of water, with the spell "body of water" like it says you can, in gurps magic 3e/ seems like a good way to heal fast, without needing a priest, or potions.
Jareth Mooncalled
 player, 1200 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 9/10
Tue 26 Sep 2017
at 00:03
Re: DFRPG adjustments?
Chye Isuel:
i forget if i asked this awhile back, but if maintained, can one rapidly heal oneself my merging with a body of water, with the spell "body of water" like it says you can, in gurps magic 3e/ seems like a good way to heal fast, without needing a priest, or potions.

No.  4e's Body of Water does not do this.
Chye Isuel
 player, 880 posts
 Osu! Ora Chye Isuel!
 Dragon descended, Youxia
Tue 26 Sep 2017
at 00:06
Re: DFRPG adjustments?
heavens forbid... :p i thought not, but worth asking.
Jareth Mooncalled
 player, 1203 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 9/10
Tue 26 Sep 2017
at 04:08
Re: DFRPG adjustments?
Something I've just noticed... DFRPG doesn't have Flexible Armor rules, so all armors are treated as rigid, even if 'technically' flexible.

Also, under DFRPG if someone barehand punches Jednesa they have a chance to hurt themselves (same with 'non-weapon' bites and strikes from monsters) as she has DR* 3+.




* That it's Tough Skin no longer matters.
Chye Isuel
 player, 883 posts
Tue 26 Sep 2017
at 05:21
Re: DFRPG adjustments?

This message was deleted by the player at 05:22, Tue 26 Sept 2017.

Narrator
 GM, 4465 posts
 DM says
 roll for initiative!
Tue 26 Sep 2017
at 13:49
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 76):

I would prefer the standard
Iskander
 player, 1301 posts
 Iskander Cambriel Almonte
 Valdassyan Adventurer.
Tue 26 Sep 2017
at 16:25
Re: DFRPG adjustments?
what are all the spells allowed to magery 0? anything different??
this is what i have:
AIR COLLEGE
Purify Air
Seek Air
Create Air
No-Smell
Stench
Earth-to Air
Shape Air
Breathe Water
Odor
Destroy Air
Devitalize Air
Wall of Wind
Air Vision
Air Jet
Concussion
Walk on Air
Windstorm
Body of Air
Wind
Essential Air
Resist Lightning
Lightning Armour
Atmosphere Dome
Clouds
Rain
Snow
Storm
Cool
Predict Weather
Warm

ANIMAL COLLEGE
*All spells require the Animal Empathy advantage
Beast-Rouser
Beast-Soother
(Animal) Control
Repel (Animal)
Rider
Rider Within
Beast Possession
Hybrid Control
Repel Hybrids
Master
Beast Summoning
Beast Link
Beast Speech
Beast Seeker

Body Control College
Climbing
Touch
Might
Boost Strength
Frailty
Vigor
Boost Health
Itch
Spasm
Tickle
Pain
Stun
Stop Spasm
Strike Deaf
Strike Dumb
Strike Blind
Clumsiness
Tanglefoot
Roundabout
Fumble
Grace
Boost Dexterity
Balance
Ambidexterity
Reflexes
Cadence
Hinder
Rooted Feet
Perfume
Nauseate
Retch
Hair Growth
Haircut
Debility

Communication and Empathy College
Sense Life
Lend Language
Borrow Language
Gift of Letters
Gift of Tongues
Sense Foes
Sense Emotions
Truthsayer
Mind Reading
Mind Search
Retrogression
Mind Sending
Lend Skill
Borrow Skill
Telepathy
Soul Rider
Control Person
Dispel Possession
Dream Viewing
Dream Sending
Dream Projection
Hide Emotions
Hide Thoughts
Vexation
Persuation
Insignificance
Presence
Compel Lie

Earth College
Seek Earth
Seek Pass
Shape Earth
Earth Vision
Earth to Air
Walk Through Earth
Predict Earth Movement
Essential Earth

Enchantment College
Crystal Ball

Fire College
Ignite Fire
Extenguish Fire
Slow Fire
Fast Fire
Fireproof
Resist Fire
Shape Fire
Smoke
Phantom Flame
Seek Fire
Create Fire
Heat
Cold
Warmth
Resist Cold
Flame Jet
Essential Flame

Food College
Test Food
Cook
Seek Food
Create Food
Essential Food
Season
Decay
Mature
Distill
Water to Wine
Preserve Food
Foul Water
Purify Food
Prepare Game
Poison Food

Gate College
While a few “Gate” spells have no Magery prereq, all of those spells have prereqs that do require at least Magery 2.

Healing College
Lend Energy (With Empathy advantage)
Share Vitality
Lend Vitality
Awaken
Body Reading
Restore Memory
Minor Healing
Restore Sight
Restore Hearing
Restore Speech
Relieve Sickness
Share Vitality
Stop Bleeding
Relieve Madness
Remove Contagion
Resist Disease
Resist Poison
Detect Poison

Illusion & Creation College
Simple Illusion
Complex Illusion
Know Illusion
Illusion Shell
Illusion Disguise
Inscribe
Independence
Initiative

Knowledge College
Small Vision
Tell Time
Alarm
Measurment
Tell Position
Test Load
Glass Wall

Light & Darkness College
Light
Colors
Mirror
Continual Light
Wall of Light
Glow
Flash
Darkness
Blackout
Shape Darkness
Gloom
Blur
Invisibility
Hide
Hawk Vision
Bright Vision
Night Vision
Infravision
Dark Vision
See Invisible
Shape Light
Light jet
Remove Shadow
Remove Reflection

Making & Breaking College
Find Weakness
Weaken
Restore
Rejoin
Stiffen
Knot
Fasten
Clean
Soilproof
Dye
Copy
Inscribe
Mapmaker
Transparency

Meta College
None

Mind Control College
Alertness
Rear Vision
Dull (Sense)
Dullness
Foollishness
Daze
Mass Daze
Fascinate
Encrypt
Sleep
Peacfull Sleep
Mass Sleep
Mental Stun
Disorient
Drunkenness
Wisdom
Boost (IQ)
Memorize
Fear
Bravery
Berserker
Loyalty
Emotion Control
Will Lock
Lure
Panic
Terror

Movement College
Haste
Glue
Grease

Necromantic College
Turn Zombie (If Holy)
Final Rest (If Holy or has Spirit Empathy)
Steal Energy
Steal Vitality
Skull Spirit
Animate Shadow
Weaken Blood

Plant College
Seek Plant
Identify Plant
Shape Plant
Pollen Cloud
False Tracks
Plant Vision
Heal Plant
Hide Path
Walk Through Plants
Walk Through Wood
Forest Warning
Plant Sense
Plant Control
Plant Growth
Blight
Blossom
Wither Plant
Blossom
Conceal
Tangle Growth
Bless Plants
Essential Wood
Animate Plant

Protection & Warning College
Sense Danger
Watchdog
Nightingale
Sense Observation
Weather Dome
Atmosphere Dome
Resist Pressure
Freedom
Reflect Gaze

Sound College
Sound
Voices
Silver Toungue
Imitate Voice
Garble
Silence
Hush
Mage-Stealth
Wall of Silence
Noise
Thunderclap
Great Voice
Sound Jet
Alter Voice
Resist Sound
Sound Vision

Technological College
*Many Tech spells are technological skills (B168), and must be learned at a particular TL
Seek Machine
Reveal Function
Magnetic Vision
Seek Power
Test Fuel
Preserve Fuel
Seek Fuel
Purify Fuel
Spectrum Vision
Radio Hearing
Essential Fuel
Irradiate
See Radiation
Seek Radiation
Resist Radiation
Radiation Jet
Seek Plastic
Identify Plastic
Identify Metal

Water College
Seek Water
Seek Coastline
Purify Water
Foul Water
Create Water
Destroy Water
Dehydrate
Dry Spring
Create Spring
Geyser
Icy Weapon
Icy Missiles
Shape Water
Umbrella
Resist Water
Water Jet
Current
Essential Water
Tide
Snow Shoes
Whirlpool
Walk on Water
Water Vision
Ice Sphere
Ice Dagger
Boil Water
Steam Jet
Create Steam
Condence Steam
Coolness
Freeze
Melt ice
Snow Jet
Create Ice
Body of Water

Weather College
Clouds
Rain
Frost
Snow
Hail
Storm
Cool
Predict Weather
Warm
Fog
Waves
Cloud Walking
Wind

This message was last edited by the player at 00:35, Wed 27 Sept 2017.

Ardenas Barehand
 player, 906 posts
 Human martial artist with
 a few spells on the side.
Wed 27 Sep 2017
at 09:08
Re: DFRPG adjustments?
Wow, that's a longer list than I knew.  Wish I'd had that handy when I was running a campaign in a high mana region (anyone who knows a spell can cast it, unless it or a prerequisite requires Magery).

If you have high mana, an ordinary (well, okay, very smart, but otherwise ordinary) individual willing to spend a lot of time in study could become quite the hedge wizard.
Christine Bjorn
 player, 1303 posts
 blue haired
 mountain elf
Wed 15 Nov 2017
at 03:37
Re: DFRPG adjustments?
Narrator:
In reply to Kirpich Rockson (msg # 31):
... earth elemental build. They eat rocks, like Gorons from Legend of Zelda.


Doesn't Eat or Drink represents nothing at all, not quite the case here.

Would this be represented by

Doesn’t Eat or Drink                                       [10]  (Standard for all elementals)
Dependency (Rocks, Very Common, 1/Day)                     [-15]
 or
Restricted Diet (Rocks, Very Common)                       [-10]

For fire elementals, replace rocks with being in fire for an hour.
Narrator
 GM, 4600 posts
 DM says
 roll for initiative!
Wed 15 Nov 2017
at 16:38
Re: DFRPG adjustments?
In reply to Christine Bjorn (msg # 85):

Some have doesnt eat or drink, and gluttony- can get by without, but enjoys.

The fire elementals don't need to eat, but not doing it affects their bad temper.
Christine Bjorn
 player, 1304 posts
 blue haired
 mountain elf
Thu 16 Nov 2017
at 00:12
Re: DFRPG adjustments?
In reply to Narrator (msg # 86):

Ah, ok. So not needed, just wanted.
Jareth Mooncalled
 player, 1337 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 10/10
Fri 16 Mar 2018
at 05:11
Re: DFRPG adjustments?
Are we using the ST rules from DFRPG Adventures pg 98, or the ST rules from Basic?



I'm coming up with a new Archer Character and would like to know...

DFRPG GURPS thread at sjgames for reference:

http://forums.sjgames.com/showthread.php?t=156287
Narrator
 GM, 4983 posts
 DM says
 roll for initiative!
Fri 16 Mar 2018
at 15:07
Re: DFRPG adjustments?
In reply to Jareth Mooncalled (msg # 88):

Lets go with that, but now I wonderbif there is a ST based cost to  bows...
Jareth Mooncalled
 player, 1338 posts
 Dirty High Elf Sage
 HP: 9/9 FP: 10/10
Fri 16 Mar 2018
at 19:39
Re: DFRPG adjustments?
Narrator:
Lets go with that, but now I wonderbif there is a ST based cost to  bows...

There is not.  Just like there isn't a ST based cost to melee weapons, thrown weapons, or crossbows*.


* Arguably buying larger minimum ST crossbows is a "ST based cost", but that's a weak argument.  Reasonably you could rule that you can't have a Bow at more 3x it's listed minimum ST (as this is the rule for Crossbows).  This means in order to have a ST 35 Composite Bow it would have to be an SM+1 Composite Bow... quick napkin conversion...

ST 35 Composite Bow, SM+1, Dam thr+4 imp, Acc 3, Range x20/x25, Weight 8/0.2, Shots 1(2), Cost $1350, ST 15†, Bulk -7*

† Requires two hands to load and fire regardless of ST.
* Bulk 11 for anyone not SM+1

For an Elven version... it's 22,950$... might as well go ahead at that price and make it a Balanced Elven SM+1 Composite Bow for 28,350$...



So... no.  I won't be taking that at the start (it's waaaaaaaaaaaaay too expensive, that's Filthy Rich levels of starting Wealth).  But a Longbow...  that's just about doable (it's a mere 6,300$, does 1 less damage, is ST 17†, has  less range, and +1 Bulk).
Narrator
 GM, 4987 posts
 DM says
 roll for initiative!
Fri 16 Mar 2018
at 19:55
Re: DFRPG adjustments?
That is actually viable... and only 12cp.
I imagine titans can use ST 40 crossbows... and still take 10 seconds to load, but fire cabers tipped with spiked pot helms.
Oly
 player, 982 posts
 Badly disfigured face
 Rank 1 Guild badge
Thu 26 Apr 2018
at 16:25
Re: DFRPG adjustments?
FWIW, I will be away Fri-Mon and probably unable to post ... including all my sub-characters.