12-08-2013, 01:18 PM | #41 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Magic Flavor
There are several pages of stuff in Tactical Shooting (p20-25) about this. They are largely about who moves when and in which direction, which GURPS doesn't make into skill rolls, so they don't fit the Martial Arts framework. Players also tend to want to do stuff individually.
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12-08-2013, 02:26 PM | #42 |
Join Date: Dec 2009
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Re: GURPS Magic Flavor
There is also the Teamwork perk, which gives the PCs combat bonuses if they work together...
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12-08-2013, 05:57 PM | #43 |
Join Date: Sep 2006
Location: Seoul, Korea
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Re: GURPS Magic Flavor
This and shield wall training are the two game-mechanical expressings of what you're asking about (at least those two come to mind). But most military martial arts emphasize, to greater or lesser degree, teamwork and coordinating action on the battlefield.
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12-09-2013, 05:39 AM | #44 |
Join Date: Jul 2007
Location: West Virginia
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Re: GURPS Magic Flavor
The Teamwork Perk would be vital to any system of teaching Battle Mages and Warriors to work as a team. Thanks for pointing it out.
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12-09-2013, 05:41 AM | #45 | |
Join Date: Jul 2007
Location: West Virginia
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Re: GURPS Magic Flavor
Quote:
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12-09-2013, 05:50 AM | #46 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Magic Flavor
Quote:
So I'd guess it would be useful: not so much as something to directly translate as a set of example problems to test your ideas against. |
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12-09-2013, 07:38 AM | #47 |
Join Date: Sep 2006
Location: Seoul, Korea
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Re: GURPS Magic Flavor
It seems to me the most useful point of reference would be pike and shot formations. Early gunpowder weapons are similar to magic attack spells. High damage, but long reload/recharge times. Depending on how long it takes mages to recharge themselves, you'd vary the ratio from 25%/75% pikes to mages to 75%/25%. More downtime your mages need, the more mages you need to maintain your base of fire.
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12-09-2013, 11:40 AM | #48 |
Join Date: Jan 2006
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Re: GURPS Magic Flavor
I have considered only allowing one-college Magery in the past, as an even blunter instrument.
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12-09-2013, 12:02 PM | #49 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GURPS Magic Flavor
Would you allow someone to buy two separate one-college mageries to get, say, Healing and Light or Plant and Fire? I can see up to three colleges being workable at those prices, as much as I'd grumble about being made to pay through the nose, and four happens to be about as many as my character concepts have ever called for.
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12-09-2013, 12:08 PM | #50 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: GURPS Magic Flavor
unless of course youwhat to make a gate mage or a meta magic mage. I suppose you can just pay the unusual background to not have the prereqs though.
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