10-22-2015, 02:27 PM | #41 | |
Join Date: Oct 2015
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Re: [4e] Mage and (non-lethal) figting.
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1: Cure it. Straight up no problems. 2: Cure it. And talk to the GM about replacing the points. Im thinking Cannot harm innocents and some small disad at 5 pts. Im already playing that she wont just kill innocent people so its basically free points. |
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10-22-2015, 03:28 PM | #42 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [4e] Mage and (non-lethal) figting.
4e Cure Disease makes no mention of being microorganisms only. However, it's at -5 without a proper diagnosis, and 1-shot per mage. Unless you're sitting on a very high skill, you wouldn't really want to waste your one try at this.
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10-23-2015, 08:28 AM | #43 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [4e] Mage and (non-lethal) figting.
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The "One try per mage" restriction... is it that way for Restoration and Regeneration in 4e, or are they "One try (ever!) or something different? I just want to make sure we give Jose sound advice; it would stink for him to try and get this done quick only to not wait until it was almost a sure thing and then someone rolls a failure or critical failure on the spell. ^^'
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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10-23-2015, 08:36 AM | #44 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [4e] Mage and (non-lethal) figting.
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10-23-2015, 11:59 AM | #45 | |
Join Date: Oct 2015
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Re: [4e] Mage and (non-lethal) figting.
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10-23-2015, 12:28 PM | #46 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [4e] Mage and (non-lethal) figting.
If your GM asks why you haven't cast these on yourself already, simply say you're waiting until you can have an effective skill of 16. No taking any chances with 1-shot spells, after all!
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10-23-2015, 02:34 PM | #47 | |
Join Date: Oct 2015
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Re: [4e] Mage and (non-lethal) figting.
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We had one who was stupid and charged a fully armed and armored dwarf, with a knife. She lost her leg... Nadya couldnt do anything so it was kinda well... Now, they are going to expect Nadya to be doing their instant regeneration if it goes awry in the future. Though they havent seen the spell energy costs. Also enchanting in GURPS its entirely useless unless you have several grand mages available and even then its going to take years to make even the simples ring and the crossbow method is very, very risky. So is enchantment just something you dont do? I could see the fun in making an hawk eye amulet for the ranged character in the group but the energy and risk seems prohibitive. Any other clever way to do it? |
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10-23-2015, 02:50 PM | #48 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [4e] Mage and (non-lethal) figting.
Some GMs house-rule that you can invest energy equal to your Magery per day instead of just 1. However, it's something to be done between adventures, instead of on the go.
Standard Magic really is just a royal pain sometimes, and such is why so many other magic systems exist. If your GM really wants you to be able to blast things when needed, try to get yourself on some sort of quest to uncover knowledge for either Sorcery or Ritual Path Magic. Both are more than capable of blasting things, as well as non-lethal means of subdual. |
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low-tech, magic |
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