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Old 06-25-2016, 12:02 PM   #41
evileeyore
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Default Re: Archers and Mages Attacking Every Turn (DF)

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Originally Posted by Rasputin View Post
Or the Magical Bolt power-up (DF11, p. 37), which does allow an attack each turn.
This allows for a specific power attack each turn. It doesn't solve the "Why can't I cast Lightning, Fireball, Stone Missile, etc, every turn?" question.
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Old 06-25-2016, 04:59 PM   #42
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Default Re: Archers and Mages Attacking Every Turn (DF)

Thank you for all the feedback. You all gave me plenty to think on and consider.

I've ran a lot of D&D and GURPS games on and off since the 90s, so while I think I have a fairly decent grasp on things, I figured I could use a bit of outside perspective, and you all provided that in spades. My game starts in one week, and you all helped me make my final decisions to get things rolling, and all players seem happy (and I'm happy as well).

Thanks again.
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Old 06-27-2016, 04:01 AM   #43
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Default Re: Archers and Mages Attacking Every Turn (DF)

One other point to make about the balance issue between people with bows attacking every turn compared to melee fighters attacking every turn (but having to be in melee to do so).

Your archer has range penalties to contend with. Now if the range is very short that's not such an issue. But if the range is very short you increase your chances of finding yourself in melee with a bow in your hand.

Last edited by Tomsdad; 06-28-2016 at 03:39 AM.
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Old 06-27-2016, 09:03 AM   #44
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Default Re: Archers and Mages Attacking Every Turn (DF)

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We've played with allowing Compartmentalized Mind, but in the end most of us (as GMs) restrict it to NPCs only, since it's a ridiculously easy way to build "boss monster" spellcasters.
I allow it to anyone, assuming that they learn a magical-martial art style which includes a limited form of it.

Thayan Wandfighting includes the ability to trigger magical wands while making some form of Attack maneuver, using Main-Gauche skill for the wands. Advanced stylists can wield two wands at once, discharging magical effects at a rate which astonishes enemies.

The martial sub-sect of the Northern Wizards, the Warriors of the Argent Lance, teach advanced students how to attack and defend with a staff (and Force Staff, Force Saber or Force Sword) while casting some of their less complex spells simultaneously.

And so on.
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Old 06-27-2016, 09:21 AM   #45
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Default Re: Archers and Mages Attacking Every Turn (DF)

As a DM I have no issue with mages buying CM, it isn't cheap, and is kind of like WM or Gunslinger or Heroic Archer in a 'differentiate wheats and chaffs' kind of way
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Old 06-27-2016, 10:29 AM   #46
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Default Re: Archers and Mages Attacking Every Turn (DF)

There's a separate game play issue with letting mages cast too fast: mages have limited energy reserves. If you let them burn through those reserves fast, either whatever they're doing wins the fight and everyone else is bored, or they run out of energy and get to sit there being bored and useless for the rest of the fight. Having characters with a heavy alpha strike like that isn't necessarily bad in a tactical wargame, but it's not great in an RPG.
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