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Old 01-05-2020, 02:52 AM   #12
maximara
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Join Date: Aug 2004
Location: Sumter, SC
Default Re: Alternate Take On Magery Advantage

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Originally Posted by Refplace View Post
A 1d missile is equivalent to an arrow and a 2d missile to a pistol. With Skill 20 you can shoot that 2d missile all day so mages really are pretty decent. It that cinematic archers and strong warriors, especially cinematic ones can dish out more. Where raw firepower drops off the is not compared to real weapons in typical fantasy tech levels but in cinematic campaigns. On the other hand that is unlimited ammo...
Making them do more damage weakens archers in comparison.
On the other hand they have lots of versatility too and several Regular spells are quite deadly in combat. Newcomers focus too much on missile spells because thats what other systems do best. But several colleges, especially say Mind Control have devastating low cost fast attack spells.
Right. Besides if you really want insanely powerful missile spells there is always GURPS Technomancer :-)

Seriously, something like High-Explosive Fireball (6d to 6dx4 damage) or Shaped-Charge Fireball (1d(10) to 6d(10) damage) is bad enough in a TL7 world but letting those loose in a TL3-4 world makes early cannons effectively useless.
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