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Author Topic: Dwarf Fortress in DnD  (Read 27429 times)

LeoLeonardoIII

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Re: Dwarf Fortress in DnD
« Reply #75 on: April 16, 2010, 11:08:00 am »

One thing is for certain, we'd NEED a rogue, and probably more than one.  And not a 'back stabby' rogue either, but more of a 'don't step there' rogue.  Also, random levers = no no. 

"I pull the lever"
*You have died*

Levers should actually do something, even if it's random.  And something that could actually be useful too.  I'm not sure dwarves would build levers to drop lava on themselves without divine intervention.   It would be more like flooding a chamber with lava to work a forge.  If there just happens to be a lever that controls the floodgate to that room keeping the magma in, and somebody accidentally opened it while it was full, that could cause death.

I like the idea of an intelligent, trap disarming, rogue too.  Especially with the fondness most people have for traps, even if I don't use them much myself.

Dropping lava on the lever is what about 80% of my levers do. How do you guys play DF?
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Genoraven

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Re: Dwarf Fortress in DnD
« Reply #76 on: April 16, 2010, 11:58:07 am »

Fridays are no good for me, as that is when I DM for my DnD group. Also, I'm eastern timezone. The best days for me would be Wednesday or Thursday nights after like 5:00 eastern, I MIGHT be able to work my work schedule around at work to see if i can get Sunday night off too, but we'll see.


Play the character however you want. As long as it's not at the expense of others fun or just completely game breaking.  My DMing style is to make sure people are having fun. So if you guys aren't having fun then I'm not doing my job right.
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warhammer651

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Re: Dwarf Fortress in DnD
« Reply #77 on: April 16, 2010, 01:03:22 pm »

Fridays are no good for me, as that is when I DM for my DnD group. Also, I'm eastern timezone. The best days for me would be Wednesday or Thursday nights after like 5:00 eastern, I MIGHT be able to work my work schedule around at work to see if i can get Sunday night off too, but we'll see.


Play the character however you want. As long as it's not at the expense of others fun or just completely game breaking.  My DMing style is to make sure people are having fun. So if you guys aren't having fun then I'm not doing my job right.
I might be able to do that. It would really depend on homework though.

also, a quick rules question:  would I need to take the "many shot" (or whatever it's called) feat to fire a repeating crossbow twice in a round?
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Ilmoran

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Re: Dwarf Fortress in DnD
« Reply #78 on: April 16, 2010, 01:11:01 pm »

also, a quick rules question:  would I need to take the "many shot" (or whatever it's called) feat to fire a repeating crossbow twice in a round?

Edit:  Actually, I think you want Rapid Fire, not Manyshot (see the bottom for many shot).
Edit 2:  Ok, I just looked it up. 

At low levels, yes, and iirc correctly there's a penalty for using it.   At low levels, you want Rapid Shot to fire multiple times per round.  Once your Base Attack Bonus (BAB) gets to +5, you get a second attack (when using the full attack action) at BAB-5; this continues up through 20th level.  If you're a fighter, ranger, or barbarian, you have +1/lvl BAB, so at level 5 you'd get +5/+0 for attacks, at 10 you'd have +10/+5/+0, etc.

A repeating crossbow just eliminates (temporarily) the action required to reload.  Heavy crossbow is standard action, Light crossbow is move action.  I can't remember if hand crossbows are free or move (I think move; the benefit of a hand crossbow is only needing 1 free hand to use it).  Repeating crossbows are a free action to load the next bolt in the clip; the clip holds 5 bolts, and then I think it is a standard a full round action to put in a new clip that is already full.  I do not recall the action(s) to refill a clip.  Apparently refilling a clip isn't defined (that I saw).

There's also the feat/ability (can't remember if its a feat, or a class ability) "Rapid Reload".  It reduces the loading action by one step (stand to move, move to free).  I'm fairly certain it was a 3.5 feat.  For Light and Hand crossbows, this allows you to use the Full Attack action to get all the attacks you are normally allows.

This is all from memory, so I *might* be off.  Probably good if someone double checked me. I double checked myself  :D

The difference between rapid shot and many shot is:  Rapid shot allows you to shoot 1 extra time in a round when using the full attack action, and allows you to fire at multiple target.  while Manyshot, iirc, allows you to shoot several targets, each with one projectile, as a standard action.  I don't remember the rules for how many targets you can hit, though I think they have to be within a certain distance from each other.  The main differences are that rapid shot requires you to use a full attack, but all shots can be on one target, while many shot lets you keep moving, and pepper a group of targets, but not with many attacks per target.

Manyshot is a standard action and lets you fire an extra shot at a single target at close range (30 feet).  Additionally, they have different rules for the attack rolls.

Rapid Shot:  Extra attack in a full attack action, at highest attack bonus, but with a -2 penalty to all attacks.  Assuming a BAB of 13, you would get +11/+11/+6/+1 for your attacks.  Each attack can individually do precision based damage (crit, sneak attack, etc.  Point Blank Shot may be considered precision based damage)..

Manyshot:  Fire your regular full attack worth of arrows (up to 4) at a single target as a standard action.  Uses a single attack roll, with -2 penalty for each arrow.  Assuming 13 BAB, you get 1 roll with a +7 attack bonus, to determine if all 3 shots hit.  Precision based damage only applies once (if you crit or SA, you only apply it to one arrow).
« Last Edit: April 16, 2010, 01:30:45 pm by Ilmoran »
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Interus

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Re: Dwarf Fortress in DnD
« Reply #79 on: April 16, 2010, 01:31:48 pm »

Dropping lava on the lever is what about 80% of my levers do. How do you guys play DF?

You'd be the divine intervention I mentioned earlier.  I like to think that if the dwarves were smart enough to design a mechanism specifically for dropping magma onto the person pulling it, they'd be smart enough not to build it.  Unless they wanted to get rid of some annoying buggers going around pulling random levers...

I'm probably gonna have to have somebody else check over my character sheet when I'm done.  I'd like to think I'm smart and understand stuff, but I could be doing things all wrong.  I assume the reason we start with 2700gp is so that we can buy masterwork weapons and stuff.
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Ilmoran

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Re: Dwarf Fortress in DnD
« Reply #80 on: April 16, 2010, 01:34:28 pm »

Dropping lava on the lever is what about 80% of my levers do. How do you guys play DF?

You'd be the divine intervention I mentioned earlier.  I like to think that if the dwarves were smart enough to design a mechanism specifically for dropping magma onto the person pulling it, they'd be smart enough not to build it.  Unless they wanted to get rid of some annoying buggers going around pulling random levers...

I'm probably gonna have to have somebody else check over my character sheet when I'm done.  I'd like to think I'm smart and understand stuff, but I could be doing things all wrong.  I assume the reason we start with 2700gp is so that we can buy masterwork weapons and stuff.

I think that while the dwarves are smart enough to build a lever that drops lava on the lever, they're dumb enough to think its a good idea as a gremlin trap.  ;D
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Interus

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Re: Dwarf Fortress in DnD
« Reply #81 on: April 16, 2010, 01:36:26 pm »

Dropping lava on the lever is what about 80% of my levers do. How do you guys play DF?

You'd be the divine intervention I mentioned earlier.  I like to think that if the dwarves were smart enough to design a mechanism specifically for dropping magma onto the person pulling it, they'd be smart enough not to build it.  Unless they wanted to get rid of some annoying buggers going around pulling random levers...

I'm probably gonna have to have somebody else check over my character sheet when I'm done.  I'd like to think I'm smart and understand stuff, but I could be doing things all wrong.  I assume the reason we start with 2700gp is so that we can buy masterwork weapons and stuff.

I think that while the dwarves are smart enough to build a lever that drops lava on the lever, they're dumb enough to think its a good idea as a gremlin trap.  ;D
Seems like it's a great idea if you want an adventurer trap though!

I just remembered a webcomic I read, and the idea of a lever with quite a few skeletons around it.  "Maybe it's the lever of such incredible wealth that even dead people want it?"
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warhammer651

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Re: Dwarf Fortress in DnD
« Reply #82 on: April 16, 2010, 02:40:49 pm »

Should we link you to our character sheets when we're finished with them?
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Squirrelloid

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Re: Dwarf Fortress in DnD
« Reply #83 on: April 16, 2010, 02:50:00 pm »

Fridays are no good for me, as that is when I DM for my DnD group. Also, I'm eastern timezone. The best days for me would be Wednesday or Thursday nights after like 5:00 eastern, I MIGHT be able to work my work schedule around at work to see if i can get Sunday night off too, but we'll see.

Those times sound fine to me.
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khantin

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Re: Dwarf Fortress in DnD
« Reply #84 on: April 16, 2010, 08:01:34 pm »

I usually have a wed or a thursday off, if the group isnt full.
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Interus

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Re: Dwarf Fortress in DnD
« Reply #85 on: April 16, 2010, 08:25:33 pm »

Any ideas on what to spend the money on?  I haven't really seen magic stuff that I can afford, and all the major pieces of equipment I have are masterwork now, and I still have like 1650 left.  I have a mule too, but I haven't bought packs for it yet.  I need to because I can not carry very much weight.  Would it be all right if I bought a couple dogs?  I'm thinking riding dogs, since the regular dog is small and there doesn't appear to be a link to the stats for guard dogs, even though there's a price for them.  Bringing dogs is dwarfy right?
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warhammer651

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Re: Dwarf Fortress in DnD
« Reply #86 on: April 16, 2010, 08:28:18 pm »

I ran into the same problem.

long story short: i kept the money.
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Astramancer

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Re: Dwarf Fortress in DnD
« Reply #87 on: April 16, 2010, 08:58:52 pm »

There are many things to spend your money on, and at that low level, magic isn't really one of them, except for the emergency healing potions and whatnot.

If you have any casting ability at all, wands are about the most cost-effective thing you can buy at very low levels.  You can buy one wand of cure light wounds (more than enough to keep someone from bleeding to death) for 750 gold and it has 50 uses.  That's the equivalent of 2500 gold worth of potions of cure light wounds.  Of course, anyone can chug the potion, but you have to be able to (potentially, at least) cast cure light wounds to use the wand.

Things I always suggest stocking up on are Light (a stick with continual flame (~75 gold to commission, 50 gold to make) will usually suffice, but is vulnerable to being dispelled),  water storage (waterskins are surprisingly expensive - what with being the cost of what a farmer makes over the course of several months...), food, flint/steel, oil, lamps, rope, and all the other minutae needed to be prepared for a dungeon crawl.  Caltrops make a nice (though heavy) way of quickly trapping around your camp.

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lastofthelight

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Re: Dwarf Fortress in DnD
« Reply #88 on: April 16, 2010, 09:08:17 pm »

I'm still trying to decide what tactic to make. I'm definately making a dwarf. I'm just trying to decide if I want to go with a skill-heavy class and take lots of Dwarfy Skills (Profession: Blacksmith, Mechanist, Trapmaking, Mining), etc, or uh, actually take a class that will make me useful in combat to the rest of the group. I like the idea of being able to do and suggest Dwarfy Solutions to our problems, but I'm not sure yet if its the most useful idea, as far as the rest of you would be concerned.
« Last Edit: April 16, 2010, 09:24:39 pm by lastofthelight »
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Astramancer

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Re: Dwarf Fortress in DnD
« Reply #89 on: April 16, 2010, 09:28:00 pm »

The relative usefulness of the non-active skills (i.e. not spot, listen, search, hide, move silently, disable device and spellcraft) varies greatly from game to game as it depends largely on the DM.  The social skills (bluff, intimidate, diplomacy) can either be really, really overpowered (if your DM relies just on the rolls) or totally and completely useless (if the DM relies on the role-playing).  Skills like Craft: X or Profession: Blacksmith are more for flavor than anything else, unless the DM agrees ahead of time that they won't be useless.

If you do go a skill-heavy class (Rogue being the skilliest, with wizard being next), just be sure to take some of the staples along with your flavor skills.

Of course, this forum being what it is, I expect "Craft: Bizarre Dwarven Deathtrap" to be much more useful than in your average D&D game.
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