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Author Topic: Dwarf Fortress in DnD  (Read 27436 times)

SIGVARDR

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Re: Dwarf Fortress in DnD
« Reply #105 on: April 17, 2010, 01:15:05 am »


You just opened a character on Tangled Webs, didnt you?
Aye,i did a day ago.Working on it still.(bought a dog the other day,kind of been taking up all my free time) But now that things are settling in i will have the time to finish and play.
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Interus

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Re: Dwarf Fortress in DnD
« Reply #106 on: April 17, 2010, 01:51:58 am »

So lets see if we can get a list of players and classes. I'll start:
Rilas, Human Rogue. Ranged combat focused.

Woah, you're actually gonna use that crossbow proficiency?  Cool.
Tarnid, Dwarf Rogue.  Stealth focused.

If it looks like there's gonna be too many rogues, I'm willing to switch to a fighter, but right now it looks like we're all doing different combat roles.  Of course, I bet there are a couple skills that all of us picked, like search.  I don't really want to go through the trouble of making another character unless it seems necessary, but if the DM asks us to cut back on rogues, I will.

For now I'm assuming trap-making is basically the mechanics skill in DF.  It's kind of a stretch, but the basics of the two are kind of similar right?
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Astramancer

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Re: Dwarf Fortress in DnD
« Reply #107 on: April 17, 2010, 08:37:20 am »

In D&D, Craft: X is what you use when you "I'm gonna make something" whereas Profession: X is what you use when you say "I'm gonna go do X."

What this means is that if you wanted to get a sword from lumps of metal, you'd go to someone with Craft: Weapons & Armor.  But if your sword just needed a tuneup, or your horses needed to be reshod, you'd go to someone with Profession: Blacksmith.

Now, obviously there's a lot of overlap (especially depending on the DM!).

And trapmaking in D&D is a little ... wonkey because of how the craft rules are set down.  How long it takes to make something is directly related to the value of the end result (and, of course, your revelant skill modifiers).  This means that it takes the same amount of time to make a solid gold amorphus blob paperweight that uses 200 gold worth of ... well... gold as it does to make an ornate candlestick holder that will be worth 200 gold in the end.

Strangely, they use the same value of raw materials, too.

What this means for trap making is that to make

Quote
Razor-Wire across Hallway

CR 1; mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15. Market Price: 400 gp.

You have to use the craft rules --

Quote
   1.  Find the item’s price. Put the price in silver pieces (1 gp = 10 sp).
   2. Find the DC from the table below.
   3. Pay one-third of the item’s price for the cost of raw materials.
   4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

So the DC is 20 (for being a trap with a CR of 1-3), the materials to make the trap cost 133g, 3s, 3c.   Assume you have a Craft: Traps with a total +10 modifier, this means you can actually take 10 and actually succeed at the check, so no randomization Yay!  So you make the DC20 craft check and make ... (DC 20 x roll 20 ) 400 silver worth of progress on that trap that week.  Out of 1333 silver.  Give it another 3 weeks, and you'll have managed to string a bit of barbed wire across a hallway...

Also, for some reason, it's a DC 15 check to see if you're able to successfully use wire cutters on said piece of barbed wire...

==========

What this means is thus:  Please discuss the insanity of D&D's craft rules with your DM before you decide to be a trapper.
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Squirrelloid

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Re: Dwarf Fortress in DnD
« Reply #108 on: April 17, 2010, 09:20:55 am »

Yes, the craft rules simply don't work.  They make you pay hundreds if not thousands of silver to dig a pit.  Ridiculous.
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warhammer651

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Re: Dwarf Fortress in DnD
« Reply #109 on: April 17, 2010, 09:40:31 am »

Argatson, Human Rogue, Lots of trap-finding skills and a repeating crossbow

Character sheet with backstory.
« Last Edit: April 17, 2010, 12:47:57 pm by warhammer651 »
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lastofthelight

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Re: Dwarf Fortress in DnD
« Reply #110 on: April 17, 2010, 12:36:31 pm »

The comments about the craft rules do worry me. I usually just assume the GM will make things reasonable, but you can't always assume that. Especially since my character is clearly based around the idea of 'crafting things to help us win battles' ....like tripwires, pits, stone traps, etc.

I'll wait and see what the GM says before worrying too much though or making another concept.
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SIGVARDR

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Re: Dwarf Fortress in DnD
« Reply #111 on: April 17, 2010, 01:18:03 pm »

It sounds fair to me-to utilize your trap making ability,you will have to either have knowledge of where enemies are first or to be on the defensive.It's another good reason we have to play smart versus rush in and smack things for loot.
Of course,all depends on what the dm decides.My character sheet is mostly done,just working out some kinks and backstory.
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Shiv

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Re: Dwarf Fortress in DnD
« Reply #112 on: April 18, 2010, 05:33:27 am »

So is there some kind of list the DM is keeping of people who're interested?  Do we just create a char sheet or is there a limit or what?
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Genoraven

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Re: Dwarf Fortress in DnD
« Reply #113 on: April 18, 2010, 08:36:12 am »

Sorry, was at a game and,when i got back on today the forums were down. Which was annoying.

If you have you character sheet ready, you can attache it to the campaign.

It's called "Bay12games 3.5 campaign"

Critical success or failures: If the check is for a numerical amount, like for example jump distance a natural 20 or 1 would add  or subtract 10, Anything else would be and auto success or failure.

I'm fine with the number of rogues, could turn out funny.

As for the whole cannibalism thing here is what I'm thinking. It's a racial trait that whenever you kill a sentient you must make a will save to resist consuming said creature. If you fail the save it would not force you to do it right away. Like if there was still combat going on or something, or dangerous terrain, or the victim hence forth known as lunch is not prepared properly and you have to take some time to do so. Failing the save and successfully consuming the flesh of lunch would reset the save dc.

If you make the save the dc increases by 1.

You must make a save at the time of death of lunch. If you make a save you must make the save again for ever hour you are near to lunch.

The base DC is 10.

To offset this you get a bonus feat.

This isn't final. If you don't like it just tell me.

And for dwarves, i'm going to say that you have the option of replacing the -2 charisma with a -2 to wisdom instead. As i think it fits dwarf fortress dwarfs better.

Skills:

Diplomace: Just remove it altogether. It's broken honestly. If you want to convince someone to do something you must actually do it.

I'll eliminate any xp costs for normal items. Because that doesn't make sense, you would be gaining xp by making something. Magic items however would have an xp cost. Not that i see any one you making many magic items.

I would say trap making would just require the right materials and skills and of course some time, better traps will require more of these resources.

Just combine trap-making and mechanisms into mechanics.


Yeah dark vision is technically black and white although i don't see a situation cropping up where this would matter.


Any other questions? I'll get to work setting up some channels.

This would have been posted last night by the forum would not let me *grumble grumble*
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warhammer651

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Re: Dwarf Fortress in DnD
« Reply #114 on: April 18, 2010, 09:32:46 am »

Just uploaded my character sheet.
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Squirrelloid

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Re: Dwarf Fortress in DnD
« Reply #115 on: April 18, 2010, 12:13:28 pm »

I imagine i'll have my character sheet posted by sometime monday, which sounds like it'll be plenty of time.

I thought of consuming sentients as a racial ethical consideration, not a compulsion.  But maybe the racial ethics are constructed around the compulsion.  I'm fine with that.  (Ooh, bonus feat...)

My class is going to be psionic something-or-other.  I'm trying to make Wilder work, although I'm really not doing the types of things a Wilder is actually good for.  But that may be an acceptable trade-off.
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Safe-Keeper

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Re: Dwarf Fortress in DnD
« Reply #116 on: April 18, 2010, 01:20:59 pm »

Before reading the thread --

I keep thinking, while designing my fortress, how awesome it'd be to explore a fortress with a D&D group, or, even better, to walk around with a torch, courtesy of a "DF to First-Person Shooter converter" third application.

For this reason, this is an excellent idea.
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Genoraven

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Re: Dwarf Fortress in DnD
« Reply #117 on: April 18, 2010, 08:08:25 pm »

So would everyone be ready this Wednesday? Or do you want to wait till next week?
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Renault

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Re: Dwarf Fortress in DnD
« Reply #118 on: April 18, 2010, 08:55:12 pm »

Wednesday? I could probably do that. Which IRC channel are we using? It is IRC, right?
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warhammer651

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Re: Dwarf Fortress in DnD
« Reply #119 on: April 18, 2010, 10:01:04 pm »

This wensday I might be able to do. Depends on the time though. I usually eat dinner around 6:15 US east time, so prefereably before then or about thirty minutes after.
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