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Old 05-19-2011, 06:38 AM   #11
SCAR
 
Join Date: Oct 2004
Location: Yorkshire, UK
Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

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Originally Posted by Kuroshima View Post
Wel, I plan, if it works alright at the table, to create greater versions of these spells, that. Deal more damage but are less eficient
Right, that seems fair enough then.

Thinking about it, there are some Spell Colleges with multiple possibilities - Acid is part of the Water college; Lightning is part of the Air college; Cold/Ice is related to Air, Water and even Fire colleges - and Cold can easily do Fatigue or Burning damage, so I guess even without Greater versions, there might well be multiple Spike Spell options for some of the colleges!
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Old 05-19-2011, 08:21 AM   #12
chris1982
 
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Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

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Originally Posted by Kuroshima View Post
Designer Notes
The spike spells are regular spells, not missile spells, but they're not resisted. They deal low to moderate damage, and always cost energy. Magical Potency is a Striking ST equivalent for them. As they are not missile spells, they're cast on the same turn as they take effect, require no additional roll to hit, and the target gets no active defense. DR, however, protects normally.
I just want to point out that usually no resist roll + no active defense allowed is a big NO NO in GURPS. No power / ability that I know of exists that can do that, not even with Cosmic.

Why would it not be possible to dodge or resist even for a superhero?
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Old 05-19-2011, 08:49 AM   #13
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Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

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Originally Posted by chris1982 View Post
I just want to point out that usually no resist roll + no active defense allowed is a big NO NO in GURPS. No power / ability that I know of exists that can do that, not even with Cosmic.

Why would it not be possible to dodge or resist even for a superhero?
There are actually quite a few exceptions to that in GURPS magic though.

No one gets to avoid the penalties from being caught int a field of mist.
No one gets to avoid the damage from being in a sparkstorm, rain of fire, rain of icy death, etc.
No one fails to suffer from having the ground underneath them turned slick though ice slick (They can make a check to avoid being knocked over, but still suffer penalties to all actions until they leave the area)
No one resists having there clothes or hair set on fire with ignite fire.
I don't believe anyone gets to resist having there clothes/armour undone by the undo spell.

You can also get EFFECTIVE exceptions to that with innate attacks- if an attack has a large enough area that it is effectively impossible to get outside of that area with a dodge then it cannot be dodged, or parried, and blocking only puts additional DR between you and the effect.

Give an effect overhead and no signature and it is always a surprise attack (no one without combat reflexes/ETS can attempt ANY active defence).
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Old 05-19-2011, 10:19 PM   #14
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Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

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Originally Posted by chris1982 View Post
I just want to point out that usually no resist roll + no active defense allowed is a big NO NO in GURPS. No power / ability that I know of exists that can do that, not even with Cosmic.
There is a Cosmic (No Active Defense Allowed) in powers, for +300%. Plus Cosmic (No Die Roll Required), and Basic's Cosmic (Irresistible Attack) to ignore DR. Combined, they make an Innate Attack very close to those Spike spells, though they total +700% in enhancements. Add on Short Range, Requires (Whatever) Roll for activation, and tweak range to fit (Probably making 1/2D and Max range 10, maybe 20), and you'd get something functionally identical.
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Old 05-20-2011, 04:39 PM   #15
Dr. Whom
 
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Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

The mage in my DF group does good damage with no problems.
But I did a few changes, one is I made magic ritual.
Two, I allowed threshold magic (But the Variable Energy access and all threshold magic modifiers are put into a staff for -80%)
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Old 05-21-2011, 04:58 AM   #16
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Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

What I do is allow specialist mages(Have one college magery in the correct college) to buy a magic perk/spell that allows them to shorten the time to less than a second, with minimum total time still the one second.

Thus at high enough skill(20+) they can for example do two increases to a fireball in a second.

As magic perks are limited to 1/20 points in spells, and they can only do that in one college, they cannot do that with many spells, but with 1-2 main attack spells.

I also allow the reduction for high skill to work for each second by second increase in the attack spells instead of the total cost as per RAW, thus for example at 15+ skill you can cast free 3d fireballs if you increase it by 1d/second.

One of the current PCs in my fantasy campaign is a ultra specilised blaster sorceress who can throw out free 6d fireballs and is soon able to start doing it in 2 seconds(still needs a few more points in spells to get the next magic perk).
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Old 08-28-2011, 02:35 PM   #17
Carlos
 
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Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

I really enjoyed this new stuff, but I must to say that I just loved the Faster Missile perk!!
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Old 08-28-2011, 05:19 PM   #18
Refplace
 
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Default Re: [DF] Some ideas to make damage dealing casters more effective in DF games

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Originally Posted by starslayer View Post
There are actually quite a few exceptions to that in GURPS magic though.

No one gets to avoid the penalties from being caught int a field of mist.
No one gets to avoid the damage from being in a sparkstorm, rain of fire, rain of icy death, etc.
No one fails to suffer from having the ground underneath them turned slick though ice slick (They can make a check to avoid being knocked over, but still suffer penalties to all actions until they leave the area)
No one resists having there clothes or hair set on fire with ignite fire.
I don't believe anyone gets to resist having there clothes/armour undone by the undo spell.

You can also get EFFECTIVE exceptions to that with innate attacks- if an attack has a large enough area that it is effectively impossible to get outside of that area with a dodge then it cannot be dodged, or parried, and blocking only puts additional DR between you and the effect.

Give an effect overhead and no signature and it is always a surprise attack (no one without combat reflexes/ETS can attempt ANY active defence).
Those are pretty much all area effects though and can still be avoided. Dive for cover or some power dodges like Blink/teleport for example.
And the rain of spells can be blocked with a shield, partially or wholly.
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