02-24-2012, 07:46 AM | #1 |
Join Date: Feb 2012
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Warrior/wizard
hi to all, i'm a newbie :) is there a way in gurps to make an efficient half warrior half wizard?
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02-24-2012, 07:49 AM | #2 | |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: Warrior/wizard
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To give you any indication you must tell us at least how many points you will have to build it and What books do you have? Mateus
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02-24-2012, 07:50 AM | #3 | |
Join Date: Aug 2007
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Re: Warrior/wizard
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For example, if you meant a fellow who spends most of his cp on spells but can wear armor and fight with a sword that's standard in Gurps. Limits on what a person with Magery can wear and/or fight with exist on ly when an individual GM imposes them.
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Fred Brackin |
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02-24-2012, 07:51 AM | #4 |
Join Date: May 2006
Location: Denmark
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Re: Warrior/wizard
Maybe. Tell us your point budget first though.
edit: Double Ninja'ed. A plague on both your houses. Last edited by B9anders; 02-24-2012 at 07:55 AM. |
02-24-2012, 07:51 AM | #5 |
Join Date: Nov 2009
Location: Deerfield, MA, US
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Re: Warrior/wizard
Hello and welcome.
The answer is 'yes, absolutely'. GURPS is all about flexibility. It just depends on where you want to spend your character points. Someone who is trying to be good at both magic and melee will not be as good in either as a specialist, but I've seen lots of good hybrids. It is expensive, so a lot depends on how many character points the GM wants to give out. You'd need decent attributes, the Magery advantage, and some points for spells and skills. Some extra advantages like Combat Reflexes would also be helpful. |
02-24-2012, 07:51 AM | #6 |
Join Date: Sep 2007
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Re: Warrior/wizard
Sure. All too many ways, no doubt! You might want to describe a bit more what you're trying to do.
In the meantime, are you familiar with "Imbuements"? These are abilities that let you do things like turn any sword you pick up into a flaming sword, well suited for the sort of magic-using fighter that's buffing his weapons. http://e23.sjgames.com/item.html?id=SJG37-0128 Is your game using magic built on Advantages (Powers) or magic skills, as in GURPS Magic? |
02-24-2012, 07:52 AM | #7 |
Join Date: Sep 2008
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Re: Warrior/wizard
However, the short answer is yes. You probably won't be as good at straight-up hitting-things-with-a-sword-until-they-fall-down as a dedicated warrior, and probably not as good at blowing-things-up-until-they-fall-down as a dedicated mage, but the character is definitely still viable (no, really viable, not D&D "multiclassing is fine, trust us!" viable) and the character will benefit from the flexibility.
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02-24-2012, 07:58 AM | #8 | |
Join Date: Aug 2007
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Re: Warrior/wizard
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However, if your question is "Canh I make someone who is as good at melee fighting and spellcasting as I want them to be?" the answer depends very much on what you want (and on how many pts you have to spend too).
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Fred Brackin |
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02-24-2012, 08:01 AM | #9 |
Join Date: Jun 2006
Location: On the road again...
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Re: Warrior/wizard
I believe there's a character in the old 3e Villains book who is exactly this: a warrior who knows a handful of Movement/telekinesis spells (Apportation, Haste, etc), wears mail armor, and swings a nasty sword. I'm pretty sure 3e's Wizards has a "full plate warrior-mage" as well.
There will be minute differences, point-wise, between the builds of those books and the current 4e rules, but the concepts translate very easily. (In fact, 3e was even more suited for warrior-mages, as Fatigue, the energy used to cast spells, was based off ST instead of HT.)
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02-24-2012, 08:03 AM | #10 |
Join Date: Sep 2008
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Re: Warrior/wizard
And also, 'not being as good' as a straight mage or straight warrior at what they do does not translate directly to not being as good at killing people.
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Tags |
character concept, character creation |
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