10-05-2009, 01:45 PM | #21 |
Join Date: Jan 2007
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Re: How would you build a fighter-mage?
Since I'm new to G4e, I'd say make the equivalent character in D&D-land
(ballpark him) then see if you can make him in GURPS. Don't be surprised if you surpass the 200 point barrier with ease. A lot of D&D spells just give you lots of things by default, versus GURPS seems to cost out every little thing. I'd love to see a Multiple Image/Mirror Image spell in GURPS (or more likely the power). I'd like to see what that works out to be point-cost-wise. I certainly like the idea of Body of Metal too. My instinct would be to discard GURPS prerequistes rules (ignore them except those that specify a certain level of Magery) and let the players have at it. Then you can see where things are from there (and what needs adjusting). >
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10-05-2009, 01:45 PM | #22 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: How would you build a fighter-mage?
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Having the Stealth skill is NEVER bad. After 23+ yrs of playing and GMing GURPS I think I would have a point in Stealth even if I was writing up a parapeligic. The repercussions of failure with it are usually pretty Steep and everyone really does need to have it for it to work for the party. (Scout has more Mage has less but there will always be times you dont want to be noticed). Dave
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10-05-2009, 02:13 PM | #23 | ||||
Join Date: Dec 2006
Location: Houston
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Re: How would you build a fighter-mage?
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Fit is Very useful due to the FP cost for Magery and Combat. Rapid Healing, fair enough, depends on the campaign. Quote:
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Nymdok Blame: n. That which is assigned right after damage and right before treasure. |
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10-05-2009, 02:21 PM | #24 | |
Join Date: Aug 2004
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Re: How would you build a fighter-mage?
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This means that I'll only have spells which get the bonuses inherent to a 15 skill if I choose to put two or more points into that spell. It's not an automatic now. However it's not that bad. Many of the spells a wizard knows are basically prerequistes and in actual play don't see much use. Explosive Fireball yes. Fireball yes. Shape Fire? Create Fire? ignite Fire? Maybe, maybe, and unlikely respectively. Make that a triple No. I can invest earned CP to raise the first two later. And while I can envision situations where Ignite fire at 15 could be useful, I have NEVER encounted them in play. Recap. IQ 13 [60] Magery 3 [35] Reserved [20] 115 CP 150 pts, -70/-75 (default on GCA) 225 CP available. Remaining: 110 pts. DX 12 [40] ST 11 [10] HT 11 [10] Basic move +0.25 [5] 65 pts Remaining: 55 You can make a trained fighter who knows a good number of spells on Fifty Five points IF you do not go hog heavy on advantages. My suggestion: 13 CP on Fighting skills, 7 on background and social skills the character should have picked up growing up wherever he or she grew up and 35 on spells or advantages. As to the reserve points. If you make a Johnny one weapon type fighter, that is, throw away the basic D&D image of a guy who is 'proficient' in the use of half a gazillion weapons, get his skill up to at least DX +2 and use the 20 pt reserve to buy Weapon Master (single weapon). Assuming it's one that doesn't get unbalanced on use or other complications that shouldn't come up, the halving of the rapid strike penalty and the bonus damage WM gives the 10 ST character some serious hurt capacity. Otherwsie consider this: Strking ST +3 (+4 if the GM ignores the rule recomendation of capping it at +3) Tank up on disads and quirks to pay for it all and equip the character as you see fit. If you did not go the Johnny one weapon route: You should have a guy who hits pretty well and as hard as a ST 14 Fighter and has a decent selection of spells to throw. If you did go the Johnny route: you don't do the occasinal devasting damage a swung attack does 1d weapon modified +2 won't beat box cars on the 2d swing attack the other guy gets, but you can hit twice around with a -3 on your skill with +2 damage. And access to cinematic skills later on if you could not afford them at creation. Nor will you be the wizard you could have been. But on the whole it's a viable PC.
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10-05-2009, 02:23 PM | #25 |
Join Date: Jan 2007
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Re: How would you build a fighter-mage?
Hmmm, might have spoke too soon. 175 points. Jeez. Take the spell
then, but screw the power. Lots of things I wouldn't bother with, such as "Doesn't breathe" and so on. I'd be more interested in "Feels No Pain" and "Can imitate a robot or golem" rather than "Pressure Support" or "Vacuum Support". I have a funny feeling the spell/power wouldn't cover those without another 100 or 200 points. >
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"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
10-05-2009, 02:28 PM | #26 |
Join Date: Aug 2004
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Re: How would you build a fighter-mage?
BTW: Limitations on Magery works well here. Bard types get a 50% reduction on M1, M2 and M3 for musical magery. 15 extra points, some of which really ought to go to musical skills. ;)
But not All of them. 8 pts gets you one skill at IQ +1 or two at IQ. 7 more points can really shore up a grimoire or make a fighter nastier. +1 to the skill and 3 pts into a technique of choice.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
10-05-2009, 02:40 PM | #27 | ||
Join Date: May 2008
Location: CA
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Re: How would you build a fighter-mage?
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On the other hand, you can make your Magery based upon an item. I made a 200-point Fighter/Mage a while back who had magery along with some Gadget restrictions (Breakable: 16-25 DR, Unrepairable, SM-3 -35%, Can be Stolen -30%) because he had a Sword that was a focus for Magery. This was even better, since my GM let me spend a Perk to let him enchant his Sword with the Staff spell - your mileage may vary on that. He wound up being incredibly lethal in combat, but relatively easy to kill. Didn't have enough points to take much punishment - he only had HT10 and was lacking Combat Reflexes, Fit, etc. If I remade him today, I'd drop either his ST of 13 or his DX of 12 in order to increase his survivability. Still, I wouldn't want to make a 150-point Fighter/Mage. You'll be very strapped for points there. |
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10-05-2009, 02:50 PM | #28 |
Banned
Join Date: Apr 2008
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Re: How would you build a fighter-mage?
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10-05-2009, 03:05 PM | #29 | ||
Join Date: Jan 2007
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Re: How would you build a fighter-mage?
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ability but aren't so high that are invulnerable. More please on actual steps to increase survivability :) >
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"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
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10-05-2009, 03:06 PM | #30 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: How would you build a fighter-mage?
Well, I'm working on one for my games, and I'm thinking at pitching the idea to SJGames, if I somehow manage to dare sending it to Pyramid. I have it mostly written, I just need to give it a pre-editing, to polish it a bit, and to adapt it to SJG's WYSIWYG template and style guide (I fear that it would be more work than it's worth to edit it, given that I'm not a native English speaker).
I envision the template as the arcane equivalent of the paladin. It's a wizard/knight mix, with extra flavour thrown in. |
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dungeon fantasy, fantasy |
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