08-24-2012, 02:30 AM | #41 |
Join Date: Aug 2012
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Re: Creating a Super Mage/Cleric
Ok, adding another question on top of this:
- Lets picture that i pay the points above for the modular ability POOL. - Since we are using "spells as powers" lets imagine that I create a power costing 4 points, do I have to pay this in addition to the pool itself, or the points already payed assume that I can use any power up to 15 point cost? - Does this mean I can design multiple abilities to chose from, without any additional cost? |
08-24-2012, 02:48 AM | #42 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Creating a Super Mage/Cleric
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A Cosmic Pool you can design multiple abilities to chose from, without any additional cost. other pools the cost will depend on the pool source, like Mine example the cost is it must please the god in it's use. Which is something you discusses with your GM, Mighy example cleric has a god that is pleased by helping the weak and the injured and slaying undead. So you could pray for an attack spell to use to defend a village form raiders... however not the same spell used to raid a village... There is also a cost of the time it takes to swap out the points in the pool , for Divine Inspiration its a Prayer that takes a second for point of the pool you are changing. |
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08-24-2012, 11:55 AM | #43 | ||||
Join Date: Jul 2007
Location: One Mile Up
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Re: Creating a Super Mage/Cleric
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I'd call that about a -60% Limitation on it. |
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09-05-2012, 01:39 PM | #44 |
Join Date: Aug 2012
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Re: Creating a Super Mage/Cleric
Hello again people,
Even though this thread has been dormant, I am going back at it. I have kinda finished my 250 point imbuement archer and have began playing with him, but i guess i kinda got a "bug" about creating GURPS characters, and now that I am beginning to understand the rules better I will be giving another go at my original mage/cleric. My first conclusion is that the very mage/cleric concept is kinda out of place in GURPS - there is nothing preventing me from building on the concept of a cleric and still thread off slightly in the direction of offensive "spells" so I will be a cleric by nature - brandishing holy power, buffing my allies and spewing bolts of holyness to the bad guys. I am definitely planning on running on modular abilities since my GM is going the "spells as powers" path - now, for a 250 point character... would a... 40 point pool be "adequate" ? |
09-05-2012, 04:26 PM | #45 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Creating a Super Mage/Cleric
A straight 2d ranged attack with enough range to matter is going to run you around 8-15 points, depending on how you enhance and limit. A cool spell, like an explosive fireball or a cone of lightning, can run 20-30 points. A great spell, like a hard to resist area sleep affliction, is going to be 35+ points.
So having 40 points in your modular pool is probably good. However, most modular pools are going to run 120+ CP for that much in the pool, which is a significant investment. It's doable, but you may find yourself severely limited for all that flexibility. Alternately, a 40 point attack spell and 6 alternate abilities runs you no more than 98 points, and if you can't figure out what you're going to do with 7 different attack spells, you're probably suffering from option paralysis anyway. |
09-05-2012, 04:36 PM | #46 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Creating a Super Mage/Cleric
Not necessarily. That really depends on what those words mean in the setting and how magic works. In Yrth (as an easily accessible example) a priest who is also a mage is pretty common, and there isn't any such thing as clerical magic. In another setting "mages" might use Realm Magic and "clerics" might use Divine Favor. There's very few character concepts that can fit in the narrative space of most genre fiction that GURPS can't handle.
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09-05-2012, 06:22 PM | #47 | |
Join Date: Aug 2012
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Re: Creating a Super Mage/Cleric
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The thing is that, in my head, having for example an attack ability as the "main one" it would mean that the alternate ones for the sake of consistency, should be something at least attack-related, like a slow, or area, etc. This means that flexibility implies having either a modular abilities pool or what I am now equating, which would be "power/spell chains" by specialty and alternate from one another - something like: - single target heal > multiple target heal > disease heal > restoration > etc; - single attack spell > area attack > area slow > etc; - single target stat buff > multiple target buff > multi target movement buff: - concealment (invisibility) > improved concealment (sight + sound) > mass... - etc Dunno if this has any legs to stand on without trying it first - I want to be able to do different things, not having to spend whole sessions firing the same laser type "ray of light" beam or dropping the same xD straightforward heal :D |
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09-05-2012, 06:25 PM | #48 | |
Join Date: Aug 2012
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Re: Creating a Super Mage/Cleric
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On the other hand, the flexibility from GURPS allows a priest to be as offensive as one may want, distancing oneself from that compartmentalized view of things - that is what i meant :D |
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09-05-2012, 06:29 PM | #49 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Creating a Super Mage/Cleric
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09-05-2012, 07:52 PM | #50 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Creating a Super Mage/Cleric
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Personally, I like keeping all of my attack powers (however unrelated) in one group, and all my utility/defense powers in one or two others. |
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Tags |
cleric, healer, mage, magic, super |
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