08-23-2012, 08:48 PM | #1 |
Join Date: Aug 2012
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"Super-archer" vs. "Super-normal archer"?
Hello all,
I have recently started a thread regarding creating a "super mage" for a 250 point fantasy setting GMed by a friend of mine [http://forums.sjgames.com/showthread.php?t=94617] - today we had the opportunity to play through our first session and I found it to be somewhat disappointing: - using the "powers as spells" proved to be very limited as far as what i believe the versatility of a mage character should be, but i guess i was unable to take my point across to the GM. - bottom line, i did not have much fun with the mechanics, and the very reduced amount of available abilities, and since roleplaying is about having fun I started looking in other directions I have always been a fan of ranged characters, and our group surely lacks one, so I started inclining towards the Archer/Scout Type. I have been through Divine Fantasy 1, Basic Set, Martial Arts, the forums around here and a few ideas caught my eye: - The scout as in DF1 is very appealing to me since I really like characters with a lot of skills and versatility; - I read a post about imbuements and archery which left me really curious, even though i really do not master the rules that much [http://forums.sjgames.com/showthread...er%22+points]; - I found this link [http://www.mygurps.com/r_archer.html?p=ihradtgvo&v=0], which shows the basis for a surprising Archer build which seemed to show again much of that versatility that appeals to me (now in the shape of plenty attack possibilities and combinations - even though it would have to be seriously toned down to fit 250 points); Looking at these three, I guess my questions would be: - Is the scout a viable character (mainly damage wise, since the damage from pure arrows does not ever seem to be that high?) - Can this be somehow offset by using bows tailored to accommodate higher str modifiers for example? - From your experience, how do imbuements fare vs. simply using the multiple alternative attacks as shown in the post below? Is it a drastic difference? - Maybe the best option would be a combination of the above? Or would it simply cause dispersion in the character build? - Last but not least, and since I haven't played much Fantasy themed GURPS games, do you think the different ways to build an archer shown above condition a lot the playstyle? Thank you for any possible feedback and your opinions regarding this one. Edeldhur |
08-23-2012, 09:02 PM | #2 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: "Super-archer" vs. "Super-normal archer"?
The issue might not be with getting the point across, as much as the GM just not wanting to have mages with that level of flexibility. In any case, while it may be possible to make a super-normal archer who's effective (it depends on the overall power level), innate attack will under most circumstances perform better.
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08-23-2012, 09:34 PM | #3 | |
Join Date: Mar 2011
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Re: "Super-archer" vs. "Super-normal archer"?
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08-23-2012, 11:19 PM | #4 |
Join Date: Sep 2007
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Re: "Super-archer" vs. "Super-normal archer"?
Does this game permit the mage to buy Modular Abilities to provide that versatility? Also, Alternative Abilities and Alternative Attacks can get you more abilities for fewer points.
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08-23-2012, 11:42 PM | #5 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: "Super-archer" vs. "Super-normal archer"?
Quote:
AA though reigns it in but till gives you significant versatility/
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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08-23-2012, 11:48 PM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: "Super-archer" vs. "Super-normal archer"?
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08-23-2012, 11:57 PM | #7 |
Join Date: Mar 2011
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Re: "Super-archer" vs. "Super-normal archer"?
Using them for beneficial afflictions is pretty bad/good too.
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08-24-2012, 12:21 AM | #8 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: "Super-archer" vs. "Super-normal archer"?
Quote:
Personally I think Wild Card Powers are often a better deal point wise.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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08-24-2012, 12:56 AM | #9 | |
Join Date: Aug 2012
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Re: "Super-archer" vs. "Super-normal archer"?
Quote:
And having a higher skill and stat would mean that you can more easily place shots at specific body locations, going for extra damage in the head or vitals. Is this not noticeable or just not worth it? Even so... I guess an innate attack at 10d vs.... what would be a realistic expected damage for a scout/archer as in DF1 or similar? 2-3d? Even if always targeting specific locations it probably does not compensate all the possible effects that can be associated to an Innate attack. |
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08-24-2012, 01:42 AM | #10 |
Join Date: Mar 2011
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Re: "Super-archer" vs. "Super-normal archer"?
Only being able to take from a pre-defined list would help a lot.
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Tags |
250, 250 points, archer, fantasy |
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