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Thursday, June 4, 2026

Defense trumps offense in GURPS DF?

My players have some recently discovered the whole "amulets" section of the magic item list. So, naturally, with a big windfall, there are a lot of Ironskin Amulets getting ordered. They'll take 288 days to arrive, but it's +3 DR for, almost everyone. Oh, and at least one is looking at Defending Weapon, for a bonus to block or parry. Salamander and Serpent's Amulets are getting ordered as well.

So pretty soon everyone will be immune to fire and poison, and have +3 DR. Given that 8 DR is low for this group, it's likely this will be DR 11 being the bottom end of basic armor. Foes with 2d attacks are going to have a hard time being a threat. Those with 1d attacks will be harmless barring a max-damage hit on an eye. I already expect to be asked about the Armor spell stacking with this - no, it does not. It probably should by a strict reading of the rules, but do I really want people chucking +3-6 DR on top of their "soft" characters to give them DR 15+?

No, I do not.

I regret not putting in a limit ala every video game - one ring on each hand maximum, one necklace. Even if I did, people would be asking about nipple rings, bracelets, anklets, pocket lucky charms they could sew into a pouch in their under-armor clothes, whatever. So I'm not sure it's worth the effort. But cash is becoming a route to flat-out immunities. It's my own fault for selling the things, true, but 15 years into the game is a bit late for deciding to restrict magic item purchases even further.

What I find interesting is that the first, second, and third priorities of most people with money is improved defense. Better armor, enchanted with Fortify and Lighten, layered with other, better armor whenever possible (Knights always do this, thanks to Armor Mastery). Better shields, with DB boosted up quite high and further enchanted with Lighten and, of course, made Balanced. Defensive-oriented magic - the above-mentioned amulets - also factor in. Thank goodness I'm not allowing people to buy Bless items or they'd all have those as a matter of course.

Offense is harder to come by. You can spend tens of thousands of dollars to get better and better defensive gear - those amulets, more armor, lighter armor, better shields. Getting a primo weapon is hard . . . and even if I allow for much more powerful weapon enchantments, people generally would rather have +1 DR than +1 or +2 damage . . . and you can buy nearly "end-game" armor - say, Fortify +2 Lighten 50% Fine Epic Plate - but the best you can get weapon-wise is just a few more points of damage. Or a specialty weapon, such as a meteoric weapon to bypass enemy defenses.

Even then, defense outsells offense.

I get the logic - this is my only guy, I don't want him to die, it's a dangerous dungeon. But from my side of the screen, if everyone has defenses that fail on 17-18 only, DR that shrugs off anything that isn't armor-bypassing or armor-dividing or very, very high damage, and immunities to very broad types of special attacks . . . what do you think comes along as a challenge? I think the answer is obvious. The arms race is real. And obviously I'll need to make foes that require more offense . . . which probably will just lead to "we need EVEN MORE DEFENSE to keep up!"

As I say, I can't blame them - it's the best use of the money in the system - but it leads to an arms race in which fun probably isn't the winner.

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