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==RULES SETTING== The basics for this game are GURPS 4th ed. as presented in the '''Dungeon Fantasy Adventure'''. Also using ideas (and monsters stats!) from the GURPS '''Monster Hunters''' supplemeents. Base Dungeon Fantasy Adventure setting assumes a TL is around 4 but without firearms. Heavy Plate Armor, Tricorn Caps, Edged Rapiers, slick rain Longcoats that bottom up to your nose, Top Hats, fancy Velvet and Silk Gloves and Stage-Cariage Coaches take criss-cross the lands. The dress of the peasants to the noble favors the look of the 15th or 17th century England/France time peirod maybe with a good dose of Eastern European in the names, feel, looks and sytle. ===Houserules=== '''Halflings and Kleptomania''': as I have a problem with a whole society of petty thieves or maybe a society without the idea of personal property, etc. I would just prefer to not have 'kenders' in the game. So...</br> Replace Kleptomania (12) [β15] to Honesty (12) [10] and increase the Racial Cost of Halflings from [0] to [5] Extra Gear: as it is not covered in DFA 1 Adventures</br> '''''Cold Weather Clothing'''''. For temps around freezing or above. Included a coat or cloak, hat or hood, boots and heavier clothing made of fur or wools, etc. (Cost $120, 4lbs)</br> '''''Winter Clothing'''''. For bitter cold winter or very cold near artic travel, as above but heavier. Includes a heavy overcoat or cloak that is layered fur or wool with a thick lined hat or hood, heavy waterproof boots. (Cost $180, 6lbs)</br> ===Rules for PBP games=== '''Advantage - Luck'''</br> In a PBP te Luck Advantage will be renewed after a week of real time to reflect on-hour. For Extraordinary Luck it returns every 3 days and for Ridiculous Luck every 24 hours/one day! [[File:DF Adv HalfOrc.jpg | 250px | left]] '''Options for running a PBP Combat'''</br> Too help a bit to try and speed up the flow of PBP combat I want to try the following... <u>OPTION #1</u></br> The idea here is that everyone posts Actions, Rolls, etc. for 3 Combat Rounds. Thinking about how to speed up combat.</br> So...</br> The GM declare the beginning of combat</br> Everyone rolls 1d6 for Initiatve. Your Initiative is your characters Base Speed minus Encumbrance (Light -1, Medium -2, etc) +1 for Combat Reflexes and any other adventures that might greants bonuses. You only roll initiative at the beginning of combat.</br> The players each describe what they are doing for the next 3 Rounds in the IC. In the same post they then record their Actions, including anything special they are doing, Modifier that are getting for their rolls, Defenses they are taking, etc.</br> Then the player can make a number of rolls to post them. I would prefer something like 6 to 8 rolls called offensive and then like 6 to 8 rolls for defenses. Then rolls for damage (max number of possible attacks).</br> If you are only making one attack a Round and not doing any fancy maneuvers or tricks still 4 o5 attack rolls in cases of critical hits, etc.</br> If you are doing one-off or performing a special attack but generally only one in the time (like say a Shield rush or casting one specific spells) you can make a seperate roll for this. See below.</br> : For Example --Bob the Knight, Kim the Cleric, Alex the Thief and Janet the Wizard are exploring a cave, looking for a hive or giant ants have have been plaguing a village lately, when they come around a corner and see a group of five giant ants nearby. The GM rules no one is surprised, rolls initiative and posts the following... :"Within the huge cave you are exploring you come around a massive stalamite when you see a group of five giant ants (one soldier ant and four workers) not five yards away! They turn your way, clinking their mandibles loudly and prepair to attack! :[ooc]No one is surprised so roll Initiative (1d6 I will take care of the rest) :Heroes Actions for Round 1 through 3? Remember to include any bonuses, mods, affects and/or maneuvers you are doing in your OOC[/ooc]" The players then take their Actions</br> Bob the Knight in his first IC posts says... :"Bob the Knight shouts "Lets takes these bastards down! Follow my lead!" Bob's sword and shield are out and ready and he rushes the largest ant to slam his shield into it, hoping to knock it down or back. Bob blade flashes faster then most can see, making two lighting strikes at the ant's head before striking its body!!! :[ooc]Bob rolls his Initiave [rols a 6]!! Bob is attacking the Ant Warrior. On the first round Bob is going to '''Move and Attack''' to deleiver a '''Shield Rush''' on it, This allows him to Move 5 yards to engage the Ant Warrior. Shield-14 [rolls a 10] and Damage 1d+1, +2 for the DB of the Shield [rolls a 7]. If that's enough to knock the ant down or back great. Otherwise on Round 2 will "Step and Attack" the Art Warrior. Bob's attack rolls with his Broadsword-20. As he is a Weapon Master I am Rapid Attacking each round, so -3 to each attack. On Round 2 I am trying to hit the Ant Wariors in the Face (-5). Round 2 and 3 [rolls a 12, a 10, a 9, a 15 and a 4]. If Bob hits with any of those Damage 2d+7 cutting [rolls a 10, 14, 11, 15 and 13]. For Defenses Bob will default to Parry with this Broadsword (parry-16) and with Weapon Master only suffers 1/2 the penalty for multiples Parries in the same round [rolls 12, 14, 8, 10, 11 and 12]. If he falls below 14 he will then Block (14-) on that round with his shield or if that is his only defense option (has to Dodge this attack), Dodge (11-). If more rolls are required [roll 10, 13, 9]. :If Bob kills the Ant Warrior he will "Step and Attack/Attack" the nearest Worker Ant, aiding anyone who needs it and is closest.[/ooc] Once everyone has posted their actions and rolls the GM will sort it out and post the results. </br> The GM then collects everyones Initiatve, Actios, Maneuvers, Dice rolls etc</br> :[ooc]Initiative Order ::12.25 Bob the Knight ::10.50 Alex the Thief ::10.00 the Ant Warrior ::9.25 Janet the Wizard ::7.50 Kim the Cleric ::7.00 Worker Ants :Round 1 :Bob shield rushes the Ant Warrior, etc[/ooc] Then the process repeats (Initiative stays the same but can be affected by crits, fumbles wounds, shock, etc.) until combat ends</br> If the character rolls a crit I GM will probably use the next 3d6 roll listed as the crit result on the Critical Table. Part if this is way also want a few more Action/Attack rolls just in case of all these situation that are hard to plan for. [[File:DF Adv Catfolk Thief.jpg | 300px | right]] <u>OPTION #2</u></br> The idea here would be to use the more traditional round-by-round combat for the game. The heroes and the GM would still roll initiative at the start of combat and then the GM would post the Initiative Order. </br> Then, in no real order, the players would post the Description, Actions and Rolls for their characters as above but just for one rounds. They could including any Defense Actions and Rolls depending on what they have available. They often have a Parry or BLock that is higher then their Dodge but there are some attacks or spells or effects that can only be Dodged, so they should each include at least one Dodge roll in their Post.</br> So</br> The GM declare the beginning of combat</br> Everyone rolls Intiative as part of their first Post/Action/Round. The GM collects all that, shows the Initiative Order and Post a resolution for Round 1</br> For Example -- in the examle above, Bob the Knight charged (Move and Attack) the Ant Warrior and slammed it with his shield (Shield Rush). He hit and dealt 7 points of 'damage'.</br> Everyone else posts their Initiative and first rounds actions and rolls. The GM collects these when everyone is done and then resolved Round one. In the OOC for the GMs thread he includes... :[ooc]Initiative Order (as above) :Round 1 :Bob is first. He his the Ant Warrior who tries to Dodge (9-) this attack [rolls a 11], fails so Bob hit it. His Movement added +2 damage to the result [9]. Ant Warrior so 2d+2 +4 for Bob's Move but -2 for Bob's Shield [rolls a 10] so the Ant Warrior resisted his rush and is not knocked prone. :Next to act is Alex..[occ] ...and so on. They the players and GM move to Round 2 and the individual Actions, Rolls, etc.
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