05-20-2018, 02:54 AM | #21 |
Join Date: May 2007
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Re: GURPS Magic: Artillery Spells
Very happy with the spell creation guidelines. Would love to see more of this in future magic supplements.
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05-20-2018, 07:48 AM | #22 | |
Join Date: Nov 2007
Location: Sydney
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Re: GURPS Magic: Artillery Spells
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05-20-2018, 02:37 PM | #23 | ||
Join Date: May 2007
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Re: GURPS Magic: Artillery Spells
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C. 20 years ago I told a relative of mine, who had served in a US Infantry regiment in WW II, that there was a company attempting to reproduce actual C-rations for re-enactors. He literally turned green and was nearly ill at the very thought. |
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05-20-2018, 02:42 PM | #24 |
Join Date: Jul 2014
Location: New Zealand.
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Re: GURPS Magic: Artillery Spells
Mass seasoning
(This is also an animal spell) This area spell makes those who don't resist irrisitable to creatures that eat one type of food. All animals with matching diets that encounter the subjects of this spell will treat them as the most delectable examples of their preferred foodstuff.
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
05-22-2018, 08:57 PM | #25 | |
Join Date: May 2010
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Re: GURPS Magic: Artillery Spells
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On (2): with most of these spells, you're spending at least 3 or 4 FP per 1d of damage, whereas single-target blasting spells only cost 1 FP per 1d of damage. It seems like a question of taking out a bunch of fodder vs. taking out a boss. Neither is inherently more prone to "breaking the game", they're just useful in different situations. The spells feel more like pipe bombs than rocket launchers—which is good, from a game-balance perspective! |
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05-23-2018, 02:24 PM | #26 |
Join Date: May 2010
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Re: GURPS Magic: Artillery Spells
That's weird. Possibly due to the server issues, seems like the site isn't recognizing my last comment as the most recent one on the post? Has this been fixed?
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05-23-2018, 04:28 PM | #27 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS Magic: Artillery Spells
Server/site is still having some bumps. A few posts I made yesterday finally showed up today... (of course the site was down for maintenance this morning, so that could have been part of it).
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05-23-2018, 04:37 PM | #28 | |
Join Date: Jul 2008
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Re: GURPS Magic: Artillery Spells
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It's not the damage spells that are the usual suspects for that sort of thing though.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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05-23-2018, 07:45 PM | #29 |
Join Date: May 2010
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Re: GURPS Magic: Artillery Spells
Yeah, and the issue with GURPS Magic seems to have as its root cause, porting every single 3e spell over without much filtering/revision. I expect more out of a book of new spells.
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05-25-2018, 10:40 PM | #30 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: GURPS Magic: Artillery Spells
I finally got around to checking this out. It's nice to see "upgraded" versions of the rather lousy "Explosive" damage spells which divide damage by the distance in yards rather than three times that amount - but that's still rather cost ineffective.
I rather like the "Mine" spells from the "Making and Breaking" college - including the fact that they have clearly specified fragmentation damage. That "Explode" from "GURPS Magic" doesn't have any explicitly listed fragmentation damage has led to interpretation that the 1d or 1d+2 damage dealt to the object is also the fragmentation damage dealt, which is far too powerful (though very useful for utterly destroying large mobs of unarmed foes, especially when combined with things like "Delay").
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