02-21-2012, 01:58 PM | #11 | |
Join Date: Dec 2006
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Re: [Magic] What spells to use?
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Availability issues (manna zones) Somewhat unusual but known countermeasures By nature of the -10% 'magic' mitigator (-5% for the availability issues, -5% for the unusual but known countermeasures). If you are running a game where the default GURPS magic system exists and the party never encounters either meteoric iron, deplete necronium, or other anti-magic materials against anyone who was equipped for a fight, and a no manna zone every now and again then you are giving mages 'free points', which WILL unbalance them compared to there non-caster friends. |
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02-21-2012, 02:10 PM | #12 | |
Join Date: Dec 2006
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Re: [Magic] What spells to use?
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02-21-2012, 02:16 PM | #13 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Magic] What spells to use?
If it wasn't the case then AC wouldn't be a modifier to hit and HP wouldn't increase with levels. D&D's wound system doesn't really make much sense except as an aggregator of acceptable average results over several encounters.
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02-21-2012, 02:28 PM | #14 | |
Join Date: Dec 2006
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Re: [Magic] What spells to use?
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Much like in the earthdawn system- if your an adventurer you CAN have 16 spears sticking out of you turning you into some sort of humanoid pincushion and still be in fighting trim. |
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02-21-2012, 03:04 PM | #15 | ||
Join Date: Sep 2004
Location: Here .
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Re: [Magic] What spells to use?
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The spells in question do not . Note , Grease and Glue are not what you think they are , they don't create anything material . They are simply creating a flat field that alters how that ground interacts with anyone moving on it which is why crampon boots don't work on the Grease spell and it gives no visual clue as to its presence . Going by the example of Return Missile and Reverse Missiles , Fire Bolt shouldn't require any roll to hit or recieve a very heafty accuracy bonus {which would make it overpowered} . Indeed given Reverse Missiles can as written can reverse literally an infinite number of missiles per turn for a fixed mana cost low enough for someone without an Energy Reserve or Powerstone to cast then there should be spells that throw say a dozen or more firebolts with uneering accuracy at seriously low cost compared to throwing the same number individually with the basic spell . Again , if you simply "bounced" a missile back at its' owner in even the exact opposite vector , it would fall short of the Marksman as it no longer has enough energy to travell that far at that exact angle , and the spell still needs a magic means to measure the exact angle required etc that is consistant with the magic system in question . The spells break the system , as written they're Munchkin spells . There are good reasons for many spells to have mutliple prerequsites from different Colleges ; it keeps the system consistant and helps limit the need for somewhat silly all_or_nothing munchkin-like countermeasures like metal that is "immune" to magic {no other material in that entire universe mind you , just that one type of metal} or G.M.s ignoring/breaking the rules when you try to use your Magery 1 and 2 points of Fatigue to kill a Titan that the rules clearly tell you should be smote the next turn by the mountain He just threw at you . If spells are not consistant to the core assumptions of the magic system {such as if you want a spell that does something with fire , you should probably learn something about fire} , then the system breaks along with susspension of dissbelief and player/G.M. tempers and then God kills a kitten , and none of us want that now do we ? For a cheaper {and easier to learn} spell perhaps the spells' deflection mechanics can work like a virtual dodge that doesn't require you to do anything nor distract you and is uneffected by encumberance etc for the sole purpose of deflecting missiles {it is actually the deflection field deflecting the missile but works like a dodge in the rules} . The dodge score would be 10+1 per mana and half to maintain {10+2 per mana if you can percieve the attacker clearly and concentrate on deflecting} Minimum 2 Mana . To prevent this spell from deflecting Titan propelled mountains , the dodge is -1 per 3 full dice of damage and per missile SM greater than zero and if the score is reduced to less than 3 you plain can't deflect it {it's a mountain !111!} . If deflecting more than one shot per turn , each shot after the first is at -1 . A shot that gets a Critical Success gets through reguardless of your roll unless you also roll a Critical Success . You still can perform a normal dodge/block {unless it is a mountain , let us be clear on this} . Prerequsites are Magery 1 and Deflect or Apportation . The one shot version costs half the mana per point of dodge over 10 and otherwise is the same . The dulux version adds Sense Foe or Seeker to the Prerequsites , costs an extra 3 points and allows you to keep track of the location of each attacker that fired at you {even if they turn invisible or go behind visual cover or you are blind} and rolled no worse than 1 point more than their to hit number and gives you a targeting bonus to hit them of +2 and allows you to use any other aim bonus you might have with a Snap Shot {other modifyers still appily note so if they turned invisible you are -9 to hit in addition to all else} . Quote:
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02-21-2012, 03:53 PM | #16 | |
Join Date: Sep 2004
Location: Here .
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Re: [Magic] What spells to use?
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Materials immune to magic are fine in D.F. which is basically D&D with a better system , but it is a clunky and slightly cheesy solution . Same with zero Mana areas . Having a Mage be Uberman unless you have kriptonite goes too far into the comic book for classic fantasy {again , unless it's D.F. and I know there are some good literary exceptions} . Make Low {and Very Low etc} Mana areas more common than high and give mana something like weather patterns that can vary in an area over time {adding an element of unpredictability . You might have a low mana trough sweep into the dangerous place your exploring right in the middle of a battle for example} . A Mana storm could make magic dangerously unpredictable to varing degrees and the storm can come to you just like a mundane storm . Have materials and perhaps some divine abilities {powered by Gods after all} provide penalties to mana powered spells or rolls to resist rather than outright perfect every time immunuity . Cannoteffectinanywaywithmagicium is like the Adamantium of DC comics {why doesn't Magneto make a suit of armour from it ?} , Captain America's shield {why isn't He wearing that stuff !} or the uniforms of the Fantastic Four {don't get Me started on those} ; they are absolutes and as absolutes leave no room for variable in how they function create situations where things swing too far one way or another {which is why Power Word Kill types spells aren't in G.U.R.P.S Magic} . Such things work well in Comic Book type games , but I don't think they work well in classic fantasy {and I don't class D&D as classic fantasy , though I do somewhat like it} .
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7 out of 10 people like me , I'm not going to change for the other 3 ! |
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02-21-2012, 05:36 PM | #17 | |
Join Date: Jan 2006
Location: Central Europe
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Re: [Magic] What spells to use?
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In GURPS terms, I would give a high-level D&D fighter extra HP, and Luck, and enhanced defenses, and Weapon Master, and Combat Reflexes, and ridiculously good weapon skills, and high HT.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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02-21-2012, 06:26 PM | #18 | |||
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: [Magic] What spells to use?
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(Healing spells possibly driving mundane doctors out of business being a necessary weasel, for example; they're too good for adventurers to be dropped. Adventurers are our priority concern here.)
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02-21-2012, 09:25 PM | #19 | ||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: [Magic] What spells to use?
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02-21-2012, 09:38 PM | #20 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [Magic] What spells to use?
My stock house rules for Magic is The Renegade Mage's Magic House Rules. Seems to mostly fit your criteria, as far as removing the gamebreaking stuff and having some notes on the unintended economic effects of some spells.
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dungeon fantasy, fantasy, magic, vanilla |
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