01-08-2011, 11:06 PM | #11 |
Join Date: May 2005
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Re: First GURPS Mage
I only remember one combat mage I played; she got a lot of mileage out of Invisibility, Hush (on herself), and Shocking Touch. (She had plenty of magery and had bumped Shocking Touch to the level where she didn't need to speak and got 2d+2 for free.) Plus of course Lightning when she needed to hang back. She also had a spear with the Staff spell.
I never found anything really in the mass destruction department, other than rules abuses that no sane GM would permit. A mind-controller can cause a lot of trouble with Mass Daze, but unless the enemies are really clustered together, it gets prohibitively expensive. TeV |
01-08-2011, 11:09 PM | #12 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: First GURPS Mage
Though at [300] the Mage can afford to invest in Energy Reserves (Magic)
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01-08-2011, 11:14 PM | #13 |
Join Date: Feb 2009
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Re: First GURPS Mage
Mage has some ER magic, 20pt power item, and some powerstones . . . not sure exactly how much
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01-08-2011, 11:32 PM | #14 | |
Join Date: Jun 2006
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Re: First GURPS Mage
Quote:
GURPS spellcasters can be about as effective combatants as similar point value fighters, maybe even a little better if you can set up the fight to take advantage of their specific abilities - but unlike the situation at high levels in D&D, even in the best case they are not going to be capable of inflicting far greater damage than those fighters, nor of defeating vast numbers of weaker foes.
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01-08-2011, 11:35 PM | #15 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: First GURPS Mage
Force Dome , Flight, and Reverse Missiles are a GURPS Combat Mage's Friends.
(so say walk on air instead of flight, but there are some issues with that) |
01-08-2011, 11:49 PM | #16 |
Join Date: Jul 2010
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Re: First GURPS Mage
Ok, then someone with some familiarity with the system please help me stat those spells in a fairly balanced way or the like?
GURPS has the advantage of customize-ability over D&D, but honestly the lack of effective combat spells on the PC vs group of mobs level kinda precludes pulling one's weight in a small group. And needing tons of actions to deal with a group of enemies is a serious flaw. Bunkering down is an effective technique I suppose, but it defeats the purpose of actually killing the badguys. Last edited by Godogma; 01-09-2011 at 12:01 AM. |
01-08-2011, 11:57 PM | #17 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: First GURPS Mage
Those are straight out of Magic... already statted for you.
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01-09-2011, 12:02 AM | #18 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: First GURPS Mage
For dealing with the original situation my best set of options would be
1) avoid it (illusion or movement spells) 2) trick them (mind control the biggest one, scare them with an illusion) 3) negotiate with them (persuasion, other mind control) 4) fight them (any combat spells) The thing about GURPS is that there are so many more productive things to do with enemies then just smack them into oblivion. You can confuse them, subvert them, set things up so they take on another enemy for you.... the game world is your oyster.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
01-09-2011, 12:03 AM | #19 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: First GURPS Mage
Thats the point of Reverse Missile... they use their own actions to kill them selves ;)
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01-09-2011, 12:04 AM | #20 |
Join Date: Jul 2010
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Re: First GURPS Mage
There is no CHAIN Lightning spell and the explosive spells aren't that great as presented in the book and there is no equivalent of magic missile in the system either.
Kindly read the question if you're going to proffer an answer please. (benz72) If they're using missiles. In answer to roguebfl's last statement. Last edited by Godogma; 01-09-2011 at 12:07 AM. |
Tags |
combat, dungeon fantasy, fantasy, first mage, magic! mages |
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