02-24-2007, 02:03 PM | #1 |
Join Date: Jul 2006
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[GURPS Magic] instantaneous Spells
Going over the GURPS rules with my group. Why was the change made to remove instantaneous spells.
His specific objection was " they should still have reaction speed for mental abilities what if i was a Psionics and have real low physical but could blow things up with my mind and was super int. some guy with a knife is going to swing and kill me before i can think about blowing him up" Thanks Rob Conley |
02-24-2007, 02:16 PM | #2 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: [GURPS Magic] instantaneous Spells
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02-24-2007, 02:22 PM | #3 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [GURPS Magic] instantaneous Spells
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02-24-2007, 02:53 PM | #4 | |
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Re: [GURPS Magic] instantaneous Spells
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My personal rule is to never have a spell more than 5 skill levels higher than the average, unless it involves prereqs from schools the character can't cast.
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02-24-2007, 05:37 PM | #5 | |
Join Date: Aug 2004
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Re: [GURPS Magic] instantaneous Spells
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THe guy with a drawn sword has the advantage, but it's the same advantage as he'd have going up against an axe wielder who has to draw his weapon firts. Keep your wizard out of melee or use Blink Other on the attacker to move him from you. Blocking spells don't have delay issues. If you want to keep a spell ready for melee, consider some jet spells. At skill 15 you can maintain flame jet at 0 energy It's visible but ready for com bat immediately. Have a defensive spell on. Your mage stays out of melee. Very effecitve technique for keeping helathy.
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02-24-2007, 08:34 PM | #6 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [GURPS Magic] instantaneous Spells
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02-25-2007, 09:17 AM | #7 | |
Join Date: Jun 2006
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Re: [GURPS Magic] instantaneous Spells
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The one that took me by suprise was Missile Shield - mages can now get it up on their first turn, so if your weapon takes a ready action on your first turn, you basically don't get a shot at them at all like you would've when the spell didn't start until their second turn did.
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02-25-2007, 09:26 AM | #8 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: [GURPS Magic] instantaneous Spells
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2) Your missile wasn't already ready or 3) You didn't fast-draw the weapon (and there's only a few missile weapons which can be readied in only one turn anyway - axe/mace & knife basically)
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02-25-2007, 11:05 AM | #9 | |
Join Date: Oct 2004
Location: San Francisco, CA, USA
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Re: [GURPS Magic] instantaneous Spells
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I just noticed that you can't turn a Wait maneuver into a Concentrate maneuver, though, so it's really hard for a wizard to interrupt another wizard's's 1 second spells with a spell. Maybe impossible - even Blocking spells seem to take 1 second to cast if you're not reacting to an attack. |
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02-25-2007, 11:27 AM | #10 | |
Join Date: Sep 2004
Location: Canada
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Re: [GURPS Magic] instantaneous Spells
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However, you can cast a Fireball spell, and hold the conjured fireball with a Wait action. "When I see him casting a spell, I hit him with the fireball!" is valid - it's an Attack. EDIT: I forgot Fumble, which can explicitly be used to interrupt as well.
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Tags |
blocking spell, reflex |
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