09-23-2016, 12:13 AM | #1 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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I need a touch of help with clarity of magic
I once more consult the collective for clarity on something that I see as obscure.
One of my pcs likes magic. I don't much care for it. It's just soooooo complicated. Since all of us are relatively new to the magic mechanics, we see things differently. And sometimes that leads to conflict and confusion and all around bogging the game down so we can look up the rules. For instance, the fireball spell causes you to conjure a ball of fire in your hand. That I believe is your action. Then you take an attack roll to throw it's some poor sap. So minimum of 2 turns. It feels balanced considering the damage it has the potential to deal. Other spells like flame jet, or fire breath (or whatever the name) Do they cast the turn they are concentrated? Can you attack with the them that turn? I know fire breath you can't persist, but my next question is how does that work in game terms of striking into close combat? The way I read it is like a dragons breath that would work similar to a flamethrower or something. But from what I can pick up from the rules it works just like a projectile. The same way with the burning hand that ignores armor. I assume concentrate to cast, then brawling or unarmed skill to hit. Because just "4d burn armor doesn't protect" feels kind of dumb and unbalanced. So can someone dumb it down for us? It'd make my life and the campaign run much smoother. |
09-23-2016, 12:16 AM | #2 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: I need a touch of help with clarity of magic
Right. You cast the spell and then next turn you can attack with it or make it bigger (by pumping more energy into it). You can't cast AND attack in the same turn. To do that you need special advantages.
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09-23-2016, 02:39 AM | #3 |
Join Date: May 2008
Location: Colorado
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Re: I need a touch of help with clarity of magic
Besides ATR, what other advantages would let you power most missile spells and throw it in the same turn?
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09-23-2016, 02:53 AM | #4 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: I need a touch of help with clarity of magic
Compartmentalized Mind, optionally with Magic Only as a limitation.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
09-23-2016, 03:05 AM | #5 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: I need a touch of help with clarity of magic
Quote:
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09-23-2016, 03:10 AM | #6 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: I need a touch of help with clarity of magic
Quote:
Well, at least Jet spells will be clarified/fixed in the DFRPG if the OP can wait 8 months.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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09-23-2016, 03:23 AM | #7 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: I need a touch of help with clarity of magic
Quote:
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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09-23-2016, 04:27 AM | #8 | |
Join Date: May 2008
Location: Colorado
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Re: I need a touch of help with clarity of magic
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09-23-2016, 10:19 AM | #9 | |
Join Date: Dec 2007
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Re: I need a touch of help with clarity of magic
Quote:
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09-23-2016, 10:51 AM | #10 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: I need a touch of help with clarity of magic
Casting a spell takes your whole turn. You then roll for its success at the beginning of your next turn. This is not your action for turn 2, just the resolution of your action from turn 1. The reason for the delayed resolution is that somebody could attack and spoil your concentration. You may then proceed with your action for turn 2, which could be attacking with the flame jet you cast on turn 1 if it was successful, or it could be aiming a fireball.
Last edited by Gef; 09-23-2016 at 04:03 PM. |
Tags |
magic, spells |
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