04-07-2011, 09:37 PM | #31 | |
Join Date: Aug 2004
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Re: GURPS Monster Hunters 1: Champions
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Also, just a heads up. Playtesting has borne out that direct-damage spells are rarely the most effective use of magic. (This was an intentional design choice.) Witches aren't walking guns -- their edge is versatility, not firepower. You're much better off, IMO, coming up with spells that give all of your enemies -3 to their active defenses, spells that detect or ward off monsters, spells to buff your teammates, etc. An imaginative witch is a powerful witch -- but a witch who uses his magic as a fancy gun is much less so. (And by "warp," I'm assuming you mean a spell to create a gate or a shortcut, not actual teleportation, since no Path skill covers the latter.)
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04-07-2011, 09:45 PM | #32 | |
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Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS Monster Hunters 1: Champions
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04-07-2011, 11:49 PM | #33 |
Join Date: May 2008
Location: CA
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Re: GURPS Monster Hunters 1: Champions
I really like the Ritual Path Magic, but I think it'd be even better with some more worked examples of spells.
Is it normal for Magery not to affect Path skills? Does Magery only impact the amount of energy reserve you can hold, or am I missing something? Also: Why does FP provide 1 energy per 3 FP? That seems like an excessively bad FP-Energy ratio. |
04-08-2011, 12:12 AM | #34 | |
Join Date: Aug 2004
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Re: GURPS Monster Hunters 1: Champions
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Lightning Bolt: Greater Create Energy (6) + Damage, Indirect (6d+3 burn) (5), tripled for one Greater effect to 33 energy. Useful and powerful, but only because it's burning damage; the actual damage done is comparable to a single Entry Rifle bullet. Flash: Greater Create Energy (6) + Afflictions, Stunning (0) + Area of Effect, 3 yards (2) + Range, 7 yards (3), tripled for one Greater effect to 33 energy. Potentially stun all the foes within a 3-yard radius. Diverted Shadows: Lesser Control Energy (5) + Bestows a Penalty (-3 to active defenses) (20) + Area Effect, 7 yards (6) + Excludes your team of 3-4 people (2), is 33 energy. You subtly warp light and darkness in a large area so that everyone who isn't on your team is at -3 to their active defenses. Light Intensification: Lesser Transform Energy (8) + Altered Traits, Infravision (10) + Area of Effect, 5 yards (4) + Subject Weight, 300 lbs. (3) + Duration, 3 days (8), is 33 energy. Gather your friends within 5 yards and cast the spell; their eyes transform the energy into infrared light, bypassing even massive darkness penalties when fighting most foes for an effective +2 to +9 to skill in most cases. Now, as you start to move down that list, IMO, the spells become more effective in terms of bang for the buck. And this is just with Path of Energy -- start using Paths together and it's amazing some of the things you can pull off . . .
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04-08-2011, 12:16 AM | #35 | ||||
Join Date: Aug 2004
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Re: GURPS Monster Hunters 1: Champions
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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04-08-2011, 01:05 AM | #36 | |||
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: GURPS Monster Hunters 1: Champions
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Are there rules (or will there be rules in MH4) to give Sidekicks some sort of bonus point boost for added survivability? Sort of the opposite of bonus points for high WC skill, survivability bonus points for low relative point cost in a mixed point cost game? |
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04-08-2011, 01:36 AM | #37 | |
Join Date: May 2008
Location: CA
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Re: GURPS Monster Hunters 1: Champions
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The only thing I see really lacking in this system is some easy way to define magical foci, like Harry's blasting rod. These are probably 'Artifacts' that provide an energy reserve, but the only thing MH1 mentions about them is that they provide an energy reserve and should be plot points rather than 'normal' items. What if I wanted to make a Dresden-like character? Should I just take Magery (One Path Magery, -40%; Gadget Limitations, -40%) [2/level], to represent his blasting rod/rings/etc, or should we come up with some way to create balanced Artifacts? |
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04-08-2011, 02:55 AM | #38 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Monster Hunters 1: Champions
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Honestly, no, I don't. IMO, if someone's really good at one Path, he should just buy up Magery and raise the one Path skill -- he's still saving points on the other Paths. But that's just my view. Admittedly, I know the system a lot better than y'all, so I think I have a reasonable perspective -- but that doesn't mean you shouldn't try it out and see how well it works for you. Let me know if you do!
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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04-08-2011, 03:09 AM | #39 |
Join Date: May 2010
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Re: GURPS Monster Hunters 1: Champions
The new rules for wildcard skills are very cool, the new rules for magic even more so. The moment I saw them, it struck me as very appropriate for the genre, and a nice compromise between the limited spell lists of the standard magic system and the over-the-top nature of Supers' Magic! skill. How much effort did working out those magic rules take?
Now I just need 2 and 3 so I can actually run a Monster Hunters game. I'm very curious to see how the bad guys will compare to the "good guy" versions of Demons, Lycanthropes, and Vampires. The Vampire template in particular surprised me--seemed geared towards producing angst-free vampires, has me envisioning the party's vampire as a mild-mannered fellow who raises chickens for food. I like that image, but it makes me wonder what will be responsible for making sure most vampires are villains. Related aside: One of the quotes included in the book implied that Buffyverse vampires can survive on animal blood (quote specifically from Angel). Hadn't realized this; the episode of Buffy I'd seen implied Angel was stealing plastic bags of blood from the local hospital. That seems like unnecessary work if he could have been drinking animal blood. Did Joss Whedon change his mind about that at some point?
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04-08-2011, 03:20 AM | #40 | |
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Location: Oz
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Re: GURPS Monster Hunters 1: Champions
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