08-11-2016, 05:03 AM | #191 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
I don't see how - "Reprogrammable" means that their loyalties can be forcibly switched to new masters, not that they can learn new skills.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
08-11-2016, 07:36 AM | #192 |
Join Date: Aug 2004
Location: Tuscaloosa, AL
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Re: Revising GURPS Magic
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08-11-2016, 09:34 AM | #193 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
Plant
Heal Plant: Somewhat predictably, my players hit on the idea of first casting Plant Form Other on someone, then casting Heal Plant, and then returning them to their original form - by the rules as written, this completely heals all damage the target has suffered (and their diseases, too), and for much less energy than a Great Healing! Only the reluctance of the player characters to get transformed into a tree even temporarily has prevented more widespread use. I think that trick is not quite in the spirit of the rules, and I would specify that for plants that are either sentient or animate actual Healing College spells are needed. Protection & Warning Missile Shield: Confession time - I really hate that spell as written. It’s so absurdly powerful - complete immunity to all missiles - and only has a single prerequisite (Apportation) so that a mage expecting combat would be an utter fool not to learn it. And when combining it with Levitation, a mage can soar through the air and rain down death on the mortal fools below him without any fear of reprisal if his targets don’t have a mage of their own with them. Still, the basic concept of the spell - some sort of protection against ranged attacks - is sound, including that the mage does not have to be consciously aware of the incoming missile to be defended by it. Therefore, I propose the following change: Each energy point invested when casting the spell (up to 5) gives -1 to all ranged attack rolls against the mage. The duration remains 1 minute, and the cost to maintain is half the casting cost. This will still keep the spell very useful, but the mage might reconsider taunting a whole squad of archers, or a truly legendary marksman.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
08-11-2016, 10:22 AM | #194 | |
Join Date: Dec 2007
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Re: Revising GURPS Magic
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08-11-2016, 10:25 AM | #195 | |
Join Date: Aug 2007
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Re: Revising GURPS Magic
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If your Mages are doing too many amazing things with spells you're probably giving them too much energy. Or character pts. Of course, fighters built with the quantity of cp you're implying are probably running amuck too. Incidentally, for your Missile Shield issues just get rid of the spell and Leave the Deflect Missile Blocking spell. That does require the mage to be aware of the missile and will cause him to run out of energy before he can block a volley from a whole company of archers. He'd fail his spell roll some of the time too.
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Fred Brackin |
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08-11-2016, 10:41 AM | #196 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
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And I allowed up to six levels of Magery after character creation (three at character creation), so over the course of a lengthy campaign the character eventually reached Magery 6 and IQ 16 - allowing them to reduce the casting and maintenance costs for all spells by two, which meant that Missile Shield could be maintained infinitely. And in the campaign before that, by the time I joined as a player most mages had Magery 20 (the campaign limit) - they had about 470 character points at that stage. So... you could say I have a special interest in making sure the GURPS Magic system works smoothly even at higher power levels.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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08-11-2016, 11:14 AM | #197 | |
Join Date: Aug 2007
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Re: Revising GURPS Magic
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It's certainly not what these sorts of characters can do to opponents fit for characters with 1/2 or 1/3rd their cp that's the problem.
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Fred Brackin |
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08-11-2016, 11:18 AM | #198 | |
Join Date: Dec 2007
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Re: Revising GURPS Magic
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08-11-2016, 12:23 PM | #199 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
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Some, but even that didn't make enough of a difference - only other mages were powerful to counter them. Also, giving NPC foes powerful magic items means that these magic items will likely end up in the possession of the player characters.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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08-11-2016, 12:31 PM | #200 | |
Join Date: Dec 2007
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Re: Revising GURPS Magic
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