07-19-2005, 07:33 PM | #31 | |||
Join Date: Jan 2005
Location: Downunder, mate!
|
Re: Spell: Death Vision [Erratum?]
Quote:
Quote:
The only defence is to be immune to magic or stunning. There are many, many spells that let the mage "win" but they generally allow resistance rolls. Quote:
__________________
He was walking along the street when an ebola-infected monkey driving a pickup truck full of flaming gasoline drums... |
|||
07-19-2005, 07:49 PM | #32 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
|
Re: Spell: Death Vision [Erratum?]
I don't think this is over looked. While the Warroir can only do "Do Nothing" durring this cycle... the only thing the Necromacyer can do is cast Death Vision, to keep the cycle going. [untill he Faills his skill roll or runs out a fatigue.
ALSO this is a Regular spell. so that -1 per yard away that your not touching your target. [admittly as you have to be skill level 25 {which is expensive} you can afford to be 9 yards away] |
07-19-2005, 08:10 PM | #33 | |
Join Date: Jan 2005
Location: Downunder, mate!
|
Re: Spell: Death Vision [Erratum?]
Quote:
Team 2: 500 point warrior, who happens not to be immune to magic. Necromancer can cast Death Vision forever (no FP cost at skill 25), for free, at 9 yard range, while the zombie beats on the warrior. Warrior never gets to act, and there is no defence. Even if the warrior wins, and changes into combat with a slam, and knocks the necromancer off his feet, the necromancer can probably get the spell off (high skill, no range). In 3e, it was OK - the warrior was at -4 to defend against the zombie due to being stunned, but still got to skewer the wizard. In 4e, the Necromancer always wins. As Luther said, the spell is busted because the stunning rules changed (or were clarified) for 4e and the spell was not adjusted to suit.
__________________
He was walking along the street when an ebola-infected monkey driving a pickup truck full of flaming gasoline drums... |
|
07-19-2005, 08:29 PM | #34 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
|
Re: Spell: Death Vision [Erratum?]
Quote:
Besides, the cheapest model you can have for someone casting Death Vision at skill 25 is going to be about 75 points. For 75 points I can make upteen attacks which will take out anyone not specifically immune to them. I can make also a 0 pt Warrior who is immune to magic who in specific circumstances will wallop the 150 pt Necromancer, his zombie minion, and the 500 point warrior while he's at it. It's all about the situation. |
|
07-19-2005, 09:04 PM | #35 | ||
Join Date: Jan 2005
Location: Downunder, mate!
|
Re: Spell: Death Vision [Erratum?]
Quote:
Quote:
__________________
He was walking along the street when an ebola-infected monkey driving a pickup truck full of flaming gasoline drums... |
||
07-19-2005, 11:17 PM | #36 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Spell: Death Vision [Erratum?]
First of all, there's no defense agains the lack of update from 3e Magic to 4e, this whole problem comes up from this.
Second, I agree with Zé on this one, in one particular situation, it's all about point management and specific circunstances. At a 1.000cp campaing, you'll get TONS of situations like this, the game becomes very unpredictable, and loopholes create enerving low-powered attacks that render some demi-gods useless. Third, I've allways thought of Death Vision as nice EXACTLY because it operated differently, it's not just a stun spell, it's like no other spell, it's not resisted. My rationale was allways that Death Vision is mainly a precognitive and benefic spell, but the vision is shocking and has a nasty side effect, thus, it can be used offensively. That's why you don't resist it, just like a healing spell. This is just my particular take on it, and I'm just ilustrating my point of view. Fourth... you're telling me... that your 1.000 point character has died several times (actually died!), ressurected himself, seen numerous planes of existance, heaven and hell, fought demon princes... and he'd be bothered by Death Vision? Please... getting killed should be old new for him... eventually, it wont even stun him anymore. Just like you get shocked the first time you see someone die, but after years of war you harden your heart and "get used to it." Just beacause there are no printed and chewed up rules, ready to use, doesn't mean you can't use them. GURPS is fairly detailed, and all that, but no system can account for everything. Use your imagination. I agree with Kromm, just add a resistance roll and be done with it. But that's your option, I like Death Vision like it is (mainly because I run lower powered games, and if I did run high-powered games, this would be the least of the incoherences that would worry me). Death Vision does have elements to keep it balanced, that's the long time to cast and the comparatively high energy cost, social restraints of necromancy,etc... but in a high-fantasy, high-powered campain with no GM intervention on this respect, you kind of blow the locks wide open. |
07-20-2005, 12:12 AM | #37 | ||
Join Date: Jan 2005
Location: Stuttgart, Germany
|
Re: Spell: Death Vision [Erratum?]
Quote:
Quote:
(I like Devitalize Air.) Deathtouch and all melee spells. All the missile and jet spells. Shatter, Explode and Disintegrate, Contract/Extend/Shrink Object. Distant Blow, Blink Other, Stop Power, Shape Metal. I'm sure there's more. |
||
07-20-2005, 12:16 AM | #38 | |||||
Join Date: Jan 2005
Location: Downunder, mate!
|
Re: Spell: Death Vision [Erratum?]
Quote:
Quote:
Quote:
Quote:
One thing we've been resisting strongly is using any house rules - not because we can't, but because we wanted to give bog-standard 4e a real workout before assuming dozens of house rules are required. As of last week, we've had to give up, and start house ruling some spell effects from Magic, which is a shame. Nothing but Magic has required any tweaking, even at 1,000 points. This is a major change from 3e, which starts to break down at 300 - 500 points. But to get back on track, as we've given up on the "No House rules" idea, we'll have not trouble dealing with it in our game, we're comfortable with altering the rules to suit our play style. I still think that the spell is busted, even at low poer levels. The "Social Control" argument works for avoiding zombie hordes, but Death Vision is subtle (to the non-victims). There should be a defensive spell, or a resistance roll. Quote:
__________________
He was walking along the street when an ebola-infected monkey driving a pickup truck full of flaming gasoline drums... |
|||||
07-20-2005, 01:01 AM | #39 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Spell: Death Vision [Erratum?]
Quote:
Magic is not one of these things. We're shooting a dead dog here, but magic suffered no update. Hence, it was not brought up to the new style of GUPRS. You'll likely find a boggling amount of inconsistencies... However, this is not a problem of the particular Death Vision spell, it was allways meant to work that way, proof of that is the lack of errata. It wasn't a mistake not to have a resistance roll, it was intentional. What was not meant to happen was that it's virtually undefendable. So what you'll have to do, is what Magic 4e didn't bother to do, you'll have to update the rules. Pure and simple. Basic Set 3e saw this happen with the Compendia, now Magic 4e is badly in need of it (ok, it's much worst with Magic, beacuase Basic was just... basic. And Magic is screw up). Here's my (helpful) suggestion: you'll have to account for the changes in rules, since you now have to do nothing in order to recover (it's really a clarification, you already did)... you have a few options: 1) allow the character to act normaly or semi-normaly in the first turn (while the vision is occurring). Im not sure I like this one, it's hard to justify, unless the vision is somehow subtle, but then again, it has to be overwhelming. 2) allow a resistance roll versus Will 3) treat it as a fright check, with automatic stun effect instead of rolling 4) allow the warrior to roll on the same turn as the spell, without an action. (ie: he's not recovering from stun, he's checking to see if he get's stunned or not, the spell still doesnt get resisted, but shock isn't automatic). 5) give a cumulative penalty for the spell cast on the same target subsequent times, as other healing spells (-3, -6...) or just (-1, -2...) as you see apropriate. 6) like has been suggested, disallow the spell to have effect when cast various consecutive times (if it's a vision of the future, two imediate castings will probably produce very similar visions, since random factors haven't changed much, the same vision might have no effect). I like any of the last 3 particularly, there's a number of other possible solutions. You can also re-write the spell, or simply remove it from your worlds spell list if it's troublesome (meaning: don't create a house, rule, just remove a troublesome one). Hope that helps. EDIT: on number 4, it's important to remember what the purpose of the spell is, Death Vision does NOT cause stun directly, what it causes (and what cannot be resisted) is the VISION, stunning is a secondary, imediately consecutive effect that is generaly the case, but might not be universal. For instance, a being that cannot be stunned, but can die, would probably get the vision of it's death anyway, but wouldn't be stunned. Anyone imune to stun would be imune do that particular secondary effect of Death Vision, but not the vision itself. IMO. Last edited by Gudiomen; 07-20-2005 at 01:09 AM. Reason: just to make another point |
|
07-20-2005, 05:34 AM | #40 | |
Grim Reaper
Join Date: Aug 2004
Location: Italy
|
Re: Spell: Death Vision [Erratum?]
Quote:
__________________
bye! -- Lut God of the Cult of Stat Normalization |
|
Tags |
death vision, effigy |
|
|