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#1 |
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Join Date: Feb 2008
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Could Magery get +50% Range Enhancement to get spellcasting done with only Range/speed penalties instead of -1 per yard penalty?
ANd of course saysing yes would be realy powerfull, because It woud allow +100% enhancment getting long range penalties. This would also decrees overall usefullness of direct damage missile spells.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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#2 |
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Assistant GURPS Line Editor
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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No, absolutely not. Magery is a talent -- the only enhancements you can put on Magery are those that affect your Magery itself, not your spells. That would be like buying Green Thumb 4 (Ranged, +40%) and telling your GM that now you can do your gardening from a distance. :)
See, however, GURPS Thaumatology for rules on adding enhancements (yes, including Long-Ranged) directly to spells. Also, I have an article on the subject, which takes a completely different approach, at MyGURPS (link in sig) -- look in the Resources section. (Normally I'd post the article link itself, but I'm in the middle of converting the whole website from CGI to PHP and it's going to invalidate a lot of links. Unless I can figure out mod_rewrite, which is a little arcane...)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian MyGURPS: Fourth Edition house rules, resources and reviews
New: Modifiers for Innate Attack & "Upon Death" Abilities |
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#4 |
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Join Date: Feb 2008
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I would agree if it is balance thing. But Thaumatology already has enhancements that modifies resistence rolls. (Easily resisted Magery pg.24). So where is the difference. (No offence ment, I just want to get it cleared)
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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#5 |
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Join Date: Dec 2007
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That not an enhancement. It's a limitation, and one that only makes a trivial alteration in how the spell works. A long range enhancement on Magery would fundamentally change the core system for magery.
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#6 | |
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Join Date: Feb 2008
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Well not enought. Basicly both seems trivial alteration to me. You can stuck up that limitation up to -30% (Making spells cast on enemies almost unuseable) But superior aid for buffer caster.
__________________
My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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#7 |
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Join Date: Sep 2007
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If the magic range rules change for everyone in the game world, then balance isn't an issue. Only if particular individuals have super-range Magery and others don't does the point cost matter. The former case could be considered a campaign advantage granted to all, so the exact point cost doesn't matter.
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#8 | |
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Join Date: Feb 2008
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Quote:
__________________
My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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#9 | ||
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Assistant GURPS Line Editor
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
It's easy -- really easy -- to get Magery down to 2/level. Everyone knows this. And that's fine, because Magery's cost is not the balancing factor of magic. The balancing factor is how the spells work -- their FP cost, their range, etc. So when you start messing with that, especially if you boost it, you're making some significant changes to the system. That's why you can't put an enhancement on there to do it. If you do it as a house rule, rock on with yer bad self, but be aware that you've just made mages far more powerful on a point-for-point basis than non-mages. The fairest way to do this is the canonical way, as presented in GURPS Thaumatology. Quote:
Eck, no -- that's actually the worst-case scenario. No mage in his right mind would not buy Magery 0 (Long-Ranged 1, +50%) [8] and start casting spells with huge ranges. Again, do what you want, but realize that you'll be making a paradigm where one choice is simply better than the other, which isn't a choice at all.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian MyGURPS: Fourth Edition house rules, resources and reviews
New: Modifiers for Innate Attack & "Upon Death" Abilities |
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