09-30-2007, 05:54 PM | #71 | |
Join Date: Aug 2007
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Re: Un-nerfed Mages
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Fred Brackin |
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09-30-2007, 07:58 PM | #72 | |
Join Date: Aug 2004
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Re: Un-nerfed Mages
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Also, while some effects are much cheaper when built as spells, the scaling of spells is in many cases less generous, which means that for really powerful effects, advantages/powers are more cost effective. Area Effect is one area where this is true, but even with missile effects it can be -- e.g., through the use of Rapid Fire (including the shotgun-like multiple projectile options and the Very Rapid Fire option). |
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10-01-2007, 09:10 AM | #73 | |
Join Date: Jun 2006
Location: Spain —Europe
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Re: Un-nerfed Mages
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Greetings
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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12-21-2007, 05:08 AM | #74 | |
Join Date: Aug 2005
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Re: Un-nerfed Mages
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12-21-2007, 09:32 AM | #75 | |
Join Date: Apr 2007
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Re: Un-nerfed Mages
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This might help the OP. |
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12-21-2007, 03:42 PM | #76 |
Join Date: Sep 2004
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Re: Un-nerfed Mages
Keep in mind I am just eyeballing the problem mentioned in the thread and I haven't actually tried out the following suggestions yet as my concern tends to be in trying to keep the mage from dominating games or character designs due to its flexibility rather than beefing it up. Also keep in mind my magic book is at a friends house right now so all of these ideas should be taken with a grain of salt.
A couple basic ideas. 1) A technique for either individual spells or perhaps for the entire college that reduces the fatigue cost for the spell by one for every level you have in the technique. You can either leave it as an uncapped technique or put whatever cap you want on it. 2) Add new V. Hard versions of spells that are identical in every way to another spell except it uses a more favorable range category and requires the other as a preq. 3) Reduce Range penalty technique again either as a per spell technique or an entire college technique that reduces the range penalty by one for the spell for each level you have the technique at. 4) Use the precedent set by the various brawling skills (karate judo brawling etc) of giving small bonuses for having a skill of DX +1 or DX +2 in the skill. In this case you might increase range category for regular spells if your skill in it is at IQ +2 and for damage dealing spells you could increase the damage per die by +1 if the spell is at IQ +1 or by +2 damage if your skill level is at IQ +2 Hope these ideas help edited for a couple more ideas Last edited by Nosforontu; 12-21-2007 at 03:58 PM. |
12-21-2007, 11:02 PM | #77 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Un-nerfed Mages
To the OP, if still relevant.
I run a high fantasy game where 200pts is coming into master wizard level but the big guns have 300 or so. The big battlefield artillery spell is rain of fire (or hail of stones), cast over a huge area...like 300' diameter. 2d6 per turn for 60 turns to a whole company of soldiers! Of course it takes 200 energy...which costs 120 points. (That assumes 80% in limitations, but familiar is worth -40% and Fire Only is another -40%.) Master wizards use Throw Spell and Telecast to deal with range penalties, although journeymen are less likely to have mastered metamagic. As a house rule, telecast doesn't always look like an eye...it looks like something cool associated with the wizard's guild or magical tradition. The main battle wizard in an army can blast off several of those big Rain of Fire spells, because every apprentice learns Lend Energy, and a few journeyman with an energy reserve of 30 (a mere 18 point advantage) can top off the master in no time. I've had small unit engagements (i.e., the party vs. similar group) where most of the action was spellcasting. I have a campaign condition which prohibits teleportation, but the PCs use telepathy to call for help when they need it and get Lend Energy telecast. I have some house rules to make magic more interesting but haven't needed any to make it more powerful. GEF |
12-23-2007, 05:16 AM | #78 | |
Join Date: Aug 2005
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Re: Un-nerfed Mages
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kromm answer, magic |
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