tag:blogger.com,1999:blog-7817710432110712270.post18944116597402338..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: GURPS Dungeon Fantasy: Session 165, Felltower 118 - Beyond the Repelling DoorsPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger11125tag:blogger.com,1999:blog-7817710432110712270.post-29604790619547068602022-03-02T05:10:44.054-05:002022-03-02T05:10:44.054-05:00Two things:
- I don't think people will throw...Two things:<br /><br />- I don't think people will throw an entire day of gaming away over this kind of consequence<br /><br />- I don't think it's fair to call a Mortal Wound a "minor setback."<br /><br />So I'm going to have to disagree with you here entirely.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-22626260800245756072022-03-01T22:16:16.425-05:002022-03-01T22:16:16.425-05:00Making mortal wounds an instant "go back to t...Making mortal wounds an instant "go back to town" condition will just make each session end at each minor setback.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-31156058508312099302022-01-12T22:59:07.552-05:002022-01-12T22:59:07.552-05:00I still keep reading this title as "Beyond th...I still keep reading this title as "Beyond the Rappelling Doors" and keep picturing them having to chase a set of doors up and down a cliff face in order to open them and enter the area beyond...evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-9207254614193300992022-01-12T16:53:43.761-05:002022-01-12T16:53:43.761-05:00I wouldn't say exploitative cheaters. They'...I wouldn't say exploitative cheaters. They're just rules lawyers, and stop reading as soon as they find the answer that suits them.<br /><br />And yeah, the irony is thick. They vote for MVP, not me.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-87244638030439921402022-01-12T12:56:00.034-05:002022-01-12T12:56:00.034-05:00You end with some comments, dominated by a mini-ra...You end with some comments, dominated by a mini-rant that your players are exploitative cheaters (in much nicer words) centered around an Esoteric Medicine roll that shouldn't have been allowed. The very last line of your comments was "MVP was Gerry for his Esoteric Medicine roll." The irony of railing on how this should never have been possible, and then having to reward someone for specifically doing it! LMAOAlexhttps://www.blogger.com/profile/02295722892051701176noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-3240538931813931522022-01-06T20:15:33.633-05:002022-01-06T20:15:33.633-05:00We can just cap FP for a duration, or add a condit...We can just cap FP for a duration, or add a condition, and allow for magical recovery from that. Probably Restoration fits the bill, and may be sufficient to remove the FP cap or condition.<br /><br />I'll post some thoughts in a bit.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-39197502242803051802022-01-06T16:16:30.932-05:002022-01-06T16:16:30.932-05:00I'm with the donkey here:
'' have them...I'm with the donkey here:<br />'' have them have HT penalties until their HT recovers from the "near-death experience" ''<br /><br />There is a common DnD 5e house rule - "Hitting 0HP adds a level of exhaustion" - that is an analogous attempt to reduce the amount of ridiculous wound recovery.<br /><br />I'd use something like:<br />Being under -X*HP HPs adds a lasting "Trauma" penalty of X to all HT, which heals at a rate of 1 per day (2 with successful esoteric medical care). If this happens again before the penalty goes away, add the numbers together.<br /><br />Mortal wounds add 5 to Trauma.<br /><br />You can just use the mortal wounds part to minimize record-keeping if you want.<br /><br />If you apply the penalty *before* the problem is healed, you make things a LOT more deadly.<br /><br />Expensive/slow methods to reduce Trauma are probably needed if one does this.martinlhttps://www.blogger.com/profile/14046036634336503492noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-12616790606229223552022-01-05T19:42:49.769-05:002022-01-05T19:42:49.769-05:00I tried looking at “harsh realism” or “gritty real...I tried looking at “harsh realism” or “gritty realism” switches in GURPS Basic and GURPS Martial Arts but struck out insofar as to how we might deal with mortal wounds differently than we do now, but struck out. I’ll give it some more thought. Restoration and Regeneration have time components, although Resurrection does not. Magical healing can be weird at times. It does seem weird that someone can go from mortally wounded (or 1 less than automatic death at -5xHP) and be good to go moments later. I guess the big question is “how limited is magical healing?” We know that regrowing or reattaching limbs takes time… should there be a somewhat similar limitation on recovering from a mortal wound? Like you can’t do anything that requires exertion for at least one day, even if magically healed to fill HP and FP? Or would that be weird? Vichttps://www.blogger.com/profile/03268174879688628707noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-77704354218982136322022-01-05T17:53:59.474-05:002022-01-05T17:53:59.474-05:00"There isn't a lot of player-facing trans..."There isn't a lot of player-facing transmogrification in Felltower. You canonically can't just save up points and change your race."<br /><br />Sure. That's something for a mighty quest... or just going the Martial Artist or Barbarian cross-route. That's an additional 2 DR plus the extra benes those Professions bring to the table. Or something else, I doubt I've exhausted all the options, just the ones I tend to reach and see reached for most often (because maximally Lightened double Fortified Fine Dwarven Epic Plate with Spider Silk jammies is stupidly expensive - almost $200K and still weighs 43 lbs).<br /><br />"If C is worse than B which is worse than A, it's odd that A and C have lingering effects and B does not."<br /><br />Okay, then maybe toy with the idea of a Crippled HT, some level of HT penalties until the Temporary/Permanent Crippling has worn off? Possibly an FP reduction along with the HT "reduction" that lasts as long as it does. Like a crippled limb, if the Cleric has the right counter-measure (Restoration could remove the lingering effect of one Major/Mortal† Wound in one month, or immediate if they pay the Church)<br /><br />.† Maybe a Major Wound only has a chance of leaving their HT crippled, like a regular limb crippling with Temporary/Lasting/Permanent where a Mortal Wound is automatically Lasting/Permanent (so a success on the modified HT check would be Lasting, any failure is permanent, maybe a critical failure doubles the HT reduction?).<br /><br />Something I've done is that Stop Bleeding does not stabilize someone from a Mortal Wound, it will only stop the bleeding from a Major Wound or Crippling Injury (I have Major/Mortal Wounds and Crippling Injuries cause Bleeding as per Basic pg 420). This has slowed the roll of the group on several occasions as they've had to stop and take an hour here and there to stabilize PCs using Esoteric Medicine as they either failed the Great Healing roll or had already used it on that PC that day. Which did almost kill a PC from HP loss to bleeding... and hour is a lot of Bleeding rolls.<br /><br />I also track wounds separately and don't allow lesser† healing to heal more than half the HP lost to a Major or Mortal Wound.<br /><br />And are you remembering to have them make a HT roll when they recover from a Mortal Wound or lose HT, take the Wounded Disad, or Appearance loss, etc? (Exploits pg 60 fourth paragraph)<br /><br /><br />.‡ Either Great Healing, Healing Slumber, or any other Heal spell that heals twice the wound's HP in one casting.<br /><br />So I've already implemented measures to make Mortal Wounds rougher, but at a cost that you might not want to pay: Increased GM paperwork.<br /><br />Tracking Crippled HT from Major/Mortal wounds is one thing, tracking individual wounds to make sure they are bleeding if they were Major, Mortal, or Crippling is another...<br /><br />But yes, even what I'm doing is 'easily' cured after the fight with a Great Healing, it just means that too many 'bad' fights and they have to stop or slow down for the 'day'*.<br /><br /><br />.* I also track a Cleric's day differently, depending on who they follow, a Cleric's day starts at dawn, noon, dusk, or midnight.<br /><br />Also, at least in my games so far, most fights have been in the afternoon/early evening, so I have seen some Cleric choices based on having Gods that are tied to dusk to "maximize" the number of Great Heals they can cast on an "adventure" (it just means the next day they have to be more cautious until dusk).evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-49663517942502361172022-01-05T16:05:21.295-05:002022-01-05T16:05:21.295-05:00There isn't a lot of player-facing transmogrif...There isn't a lot of player-facing transmogrification in Felltower. You canonically can't just save up points and change your race.<br /><br />I don't mind death being curable, just that nearly dying - actual mortal conditions - have less lingering effects than a lasting crippling injury or dismemberment do on the adventurers. The latter two can cause real problems. Death ends you adventure for the day and can cost you the PC. Heart attack? Mortally wounded? If you don't die, some Lend Energy spells and healing spells later and you're as well off as if it never happened. This feels . . . odd. If C is worse than B which is worse than A, it's odd that A and C have lingering effects and B does not.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-57143358143504161342022-01-05T03:01:09.049-05:002022-01-05T03:01:09.049-05:00"Wyatt's player is looking for alternativ..."Wyatt's player is looking for alternatives to heavy armor on his Swashbuckler..."<br /><br />Spend 50 exp and cross-Profession into Barbarian for Tough Skin or Knight for Armor Mastery? Has he maxed his ST and Lifting ST to just wear heavier armor? Very Fine Dwarven Plate cuirass with maxed Armor Enchantments and Spider Silk under jammies?<br /><br />Has he contemplated becoming an Ogre Barbarian with Shirtless Savage so he can jack that Though Skin to 10/12? I know, you don't allow Ogre PCs, but a Dwarven Shirtless Savage Barbarian could get to 9/11, that's 2 for Dwarf, 2 for Barb, 5 from Shirtless Savage (doesn't stack with armor), and then the 2 DR vs Crushing. If he can get a "ritual of race swapping" done at the Magi-Mart and then cross-profession into Barb, he could layer on 4 DR Tough Skin +2 DR v crushing, skip the Shirtless Savage and just where armor... I've contemplated this build a few times... wear some Dwarven Plate and you can get to stupid levels of tanking.<br /><br /><br />Of course if you do allow cross-profession building, going into Martial Artist would be an interesting (if expensive) choice. I've got a Swashbuckler-Martial Artist character than weaves SB and MA abilities to good effect, things like Power Blow, Parry Missile Weapons, Blindfighting, Light Walk, Kiai, and Throwing Art don't care what weapons you're carrying. Both SW and MA fight in a fencing form, so they both lean towards going lightly armored and Dragon Skin helps bolster that.<br /><br /><br />"I don't mind dying being hard, but nearly dying should have a bit more of a lasting effect."<br /><br />It's DF, with the right amount money //even dying// doesn't have a lasting effect. Unless you want to start throwing in "Crippled HT" and have them have HT penalties until their HT recovers from the "near-death experience".evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.com