03-09-2007, 08:27 PM | #61 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Un-nerfed Mages
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Add to this the incredible flexibility of enhancements and limitations and you've got a munchkin's dream on your hands. I might consider it fair if the mage paid x1.5 or x2 for EVERYTHING (Magery, Spells, etc) because he's a unique mage with this capability. But still, that's hardly apropriate. I agree with Rogue, if you're going to stick to the magic system, make spells akin to Telesend, Magic Missile, etc... Oh and if you want to model Saruman and Sauron (affecting 10k orcs) you're going to need A LOT more than 200 character points... Last edited by Gudiomen; 03-09-2007 at 08:30 PM. |
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03-10-2007, 10:16 AM | #62 | |
Join Date: Sep 2004
Location: Canada
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Re: Un-nerfed Mages
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03-10-2007, 01:20 PM | #63 | |||
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Un-nerfed Mages
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09-29-2007, 10:04 PM | #64 | ||
Join Date: Oct 2004
Location: Austin, TX
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Re: Un-nerfed Mages
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I guess the thing always in the back of my head was how to model fantasy like the more powerful Tolkien examples (Middle-earth for the most part fits in GURPS very well, being very low key spells like light, flaming acorns, and healing). Sarumon or Sauron manipulating weather or causing avalanches from hunderds of miles away. What about fantasy settings where a wizard can turn an army into pigs or reign fire on the entire army, or that sort of thing. With the -1/yrd penalties, and no means of overcoming them it leaves mages rather point blank for the most part. We have picked up this campain again after a few months off, and it looks like we are going to go with one of our house rule's proposals which is for Regular and Area spells range penalties are Yards/(Magery)*-1, (or stated another way -1 per multple of yards equal to Magery. We'll see how it works.
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09-29-2007, 10:13 PM | #65 | |
Join Date: Oct 2004
Location: Austin, TX
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Re: Un-nerfed Mages
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09-30-2007, 09:25 AM | #66 | |
Join Date: Sep 2004
Location: Canada
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Re: Un-nerfed Mages
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If we're lucky it will be out this year, but I believe there's a few more things in the pipeline before it consuming the editorial and art resources (such as the Vehicle Design book, which has so many numbers in it I'm not surprised it's being a nightmare to edit). In a nutshell, it's sort of the spell system's answer to Powers, or the combat system's answer to Martial Arts. Piles of optional rules, alternative or variant systems, etc. It's not a spell catalog, it's guidelines for overhauling, expanding on, or tweaking the spells-as-skills routine.
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09-30-2007, 10:59 AM | #67 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Un-nerfed Mages
I should be done editing Thaumatology by late October. That makes it a likely first-third-of-2008 release, but not a 2007 release. Apologies for the slow edit, but I've had surgery, floors ripped up (at home, where I also work), dental work, etc., shoulder to shoulder since I received the ms. in June.
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09-30-2007, 11:02 AM | #68 | ||
Join Date: Sep 2004
Location: Canada
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Re: Un-nerfed Mages
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(I still think someone needs to take High TL +4, Super Gadgeteer, and Multimillionaire 6, and then invent a way to relentlessly duplicate the Krommly Presence so we can have one Kromm for each project...)
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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09-30-2007, 11:11 AM | #69 | |
Join Date: Aug 2004
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Re: Un-nerfed Mages
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09-30-2007, 05:46 PM | #70 | |
Join Date: Jun 2006
Location: Spain —Europe
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Re: Un-nerfed Mages
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Indeed, wouldn't it be better to officially remark this meaning of earned CPs?
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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kromm answer, magic |
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