Narrator:
I am definitely for spending points on Target Vitals (targeting maneuvers are by location, as in strike leg, strike neck, strike vitals, strike head, strike eye).
That works in games where vitals tend to exist in your enemies... Undead for instance tend to lack those vital spots... as do other traditional dungeon monsters (like ooze, slime, jellies)... so a lot of people who aren't Scouts, Swishypokelers, and Theifs (IE 'low damage dealers") tend to not bother with them.
quote:
I was reading the whole "why clerics are weak" thread on Dungeon Fantastic, and am going to try a Brute+Priest build for clerics...
I favor the Holier Warrior build myself (swap Born War Leader, Higher Purpose and Holiness 2 for Power Investiture 4, then 40 Advantage points into IQ and 10 Advantage points into spells).
Or just DX Cleric (spend 40 Advantage points on DX drop 10 spells and buy Combat Reflexes). They still need to build their way into being a decent fighter (buying up ST and HT 14), but then so do Holy Warriors.
quote:
The winning build seems to be archer/burglar or skirmisher/burglar with weapon mastery.
Yeah, Scoutlar and Theifbuckler are stronk builds.
Balir Ironhide:
I don't want to encourage hacking up the system just to balance things out, but I always thought TH builds were hard because you had to have both IQ and DX.
Which is wht DFRPG swapped Lockpicking and Traps (Disarming) over to DX.
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You have to buy your PER up independently, when MU types get it as part of the build.
As gwythaint mentioned, Wizard Templates lose Per. In fact, they're the only Template that does. Every other DF Template either keeps Per equal to IQ or buys it up (Scout and Thief).
Balir Ironhide:
Coming from the 3E GURPs, I keep forgetting so much of Dungeon Fantasy is based on the templates. I imagine that does balance things out quite nicely.
Yeah, sticking to Templates means no Thief, no decent Lockpicking or Traps (Scouts can get good at Traps).
Allowing strong deviations from or outright ignoring Templates (as this game does) means no
need for a Thief.
Granted... as several DF game journals I follow has shown, even sticking to Templates and not allowing Out-Of-Template skills, there is still no
need for Thieves. Doors and locks can be forced and traps can simply be survived.
That's why several GMs out there support the Theifbuckler and Scoutlar builds (by which I mean "make Lockpicking and Traps in Template for them and do nothing else").
This message was last edited by the player at 23:50, Sun 21 Apr 2019.