06-21-2013, 03:09 PM | #31 |
Join Date: Nov 2006
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Re: DF Artillery Mages Noodling
I think the problem I have with GURPS Wizards inDF I that I think that there are two types of PCs; the routine PCs and the extraordinary PC. The fighters are routine PCs in that can attack often and do the routine stuff in a dungeon. The thief is also routine as he checks for traps and scouts ahead for danger etc. The cleric tends to be routine in curing wounds and removing curses etc. But the wizard is extraordinary, he has godlike powers and can do almost anything. To balance this his magic powers are not routine and they can be used endlessly he needs to wait until the big battle to unleash his power so he relies on his routine PC fellow delvers to help him explore the dungeon and defend him until the big battle. The wizard in my mind does not use magic for trifle purposes so he won't use magic to detect traps or open locks unless absolutely necessary. He will instead rely on the party thief to do routine tasks. The wizard in my mind is like the one in the movie Dragonslayer or even like Gandalf who uses routine hobbits and dwarves to help him destroy the ring.
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06-21-2013, 03:18 PM | #32 | |
Join Date: Jan 2006
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Re: DF Artillery Mages Noodling
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I went with the Heroic Archer mimicking route instead more out of an personal distrust of the innate attack build system than anything else. |
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06-22-2013, 07:06 AM | #33 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: DF Artillery Mages Noodling
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That said, what would be a fair cost for the Artillery Mage enhancements if it was one spell, one specific enhancement? In other words, if you had to choose, say, Explosion (+50%) and only on a specific spell?
__________________
Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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06-22-2013, 08:50 AM | #34 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: DF Artillery Mages Noodling
Without any of the extra costs/skill penalties involved in Adjustable Spell: Enhanced Spell, I would set the cost at 1 point/+10%. That way the regular Explosive version is still cheaper to learn, but uses up more energy. That won't work for any spell/enhancement combination, but it's probably not over-powered. Heck, 1 point/+20% might still be fair in some campaigns.
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06-22-2013, 01:02 PM | #35 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: DF Artillery Mages Noodling
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1. The ability to launch powerful damage-causing spells, single-target and area-of-effect, for use in climax battles, but it's okay if these are severely limited (costing FP, or subject to something similar to Limited Use x/Day). The Costs FP Limitation is far from ideal, for this, however, because you don't actually get much of a discount for it, and Limited Use as written is completely ridiculous. 2. The ability to contribute something magical during run-of-the-mill combat encounters. This has to be sustainable throughout an entire dungeoncrawl, so having to pay FP is bad, except if some mechanic can be devised in which the first 3 or 4 uses per fight cost zerp FP and subsequent uses have a low but non-zero FP cost, e.g. by having a very specialized ER that recharges so quickly that it's essentially always full again every time a new fight starts (so we're talking a few minutes). Magical Bolt looks fairly good, but its ability to automagically hit increases it CP cost, and I imagine that many DF players would prefer a cheaper version (more damage-per-CP) even if they have to roll to hit. |
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06-22-2013, 03:10 PM | #36 | |
Join Date: Dec 2008
Location: Behind You
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Re: DF Artillery Mages Noodling
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06-22-2013, 03:53 PM | #37 | |
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
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Re: DF Artillery Mages Noodling
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However, at that tech level more battle mages are probably doing something along the lines of illusions, mind control, or tech control for opponents' equipment, not hurling damage spells. |
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06-22-2013, 04:08 PM | #38 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: DF Artillery Mages Noodling
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At an ultra-tech level of play, where ST plays no role in determine how much a given ranged weapon does for damage, it's going to be hard to compete with personally-generated attack spells. Save them and do other things, IMO, and stop worrying about killing people with your magical powers when you've got a more serious weapon on your hip.
__________________
Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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06-22-2013, 04:12 PM | #39 | |
Join Date: May 2011
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Re: DF Artillery Mages Noodling
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06-22-2013, 04:40 PM | #40 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: DF Artillery Mages Noodling
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Just sayin'.
__________________
Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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Tags |
artillery mages, dungeon fantasy, go boom |
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