Re: Missile Spells
while I love the simmetrical simplicity of the system, that I would not change, I understand your point.
I think that in GURPS missile spells have a cap, that is an acceptable design decision.
I have to say that in our TFT games the way missile spells are handled in the rules was never a problem.
A super villain could have a reverse missiles on it, or other protective magic shield, so the wizards are very cautious.
Very strong opponents like a troll or a dragon can be safely killed by a 10ST wizard's wrath attack, but -again - it's a matter of resources management and campaign style. Is it wise to have the wizard "depleted" for several hours if not strictly necessary?
If it is strictly necessary then the 10 ST missile spell is a safe choice.
It's up to the player (wizard) decide when a supermissile spell attack is necessary.
And wizard enemies no, they usually use different types of magic attacks against the heroes.
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