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Old 01-08-2011, 10:23 PM   #1
Godogma
 
Join Date: Jul 2010
Default First GURPS Mage

I've recently began playing a GURPS mage and find myself overwhelmed by the sheer options available and the lack of effective spells comparing it to D&D and similar systems.

How can I be combat effective as a mage? The three seemingly decent spells I have available are Steam Jet, Concussion and Blink.

I have all spells available due to unusual background costing 50 points, and I'd like to know how to be effective vs multiple targets.

What is everyone's favorable way of making mages effective in combat? Honestly I'm feeling rather less than useful at this point.

I also have a request:

Could someone please stat an equivalent of chain lightning/magic missile/ or other combat useful spells from D&D perhaps? I have no idea how to do so and balance them vs current GURPS spells. Those two or equivalents would definitely seem to be something GURPS lacks. Even if magic missile required a hit roll or whatnot else.

Last edited by Godogma; 01-08-2011 at 10:30 PM.
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Old 01-08-2011, 10:33 PM   #2
roguebfl
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Default Re: First GURPS Mage

GURPS Mage are most effective as indirect attack than as damage dealers.

But what are the price point of your campaign?
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Old 01-08-2011, 10:35 PM   #3
Kalzazz
 
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Default Re: First GURPS Mage

300pts, TL 4

Im the DM for this fiasco

Ideally want suggestions for the common occurence of 'you, the dozen orks with axes, 10 yards, ready go!'
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Old 01-08-2011, 10:46 PM   #4
roguebfl
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Default Re: First GURPS Mage

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Originally Posted by Kalzazz View Post
300pts, TL 4

Im the DM for this fiasco

Ideally want suggestions for the common occurence of 'you, the dozen orks with axes, 10 yards, ready go!'
Terrain? Forrest, Mountian, Dungeon? given 10 yards not Plains i take it.
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Old 01-08-2011, 10:54 PM   #5
Godogma
 
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Default Re: First GURPS Mage

I am aware that I seem to be much less effective as a damage dealer than a support character; that's why I started this thread.
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Old 01-08-2011, 10:55 PM   #6
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: First GURPS Mage

Quote:
Originally Posted by Kalzazz View Post
Ideally want suggestions for the common occurence of 'you, the dozen orks with axes, 10 yards, ready go!'
That really is not what mages are for in GURPS.

Look. In a realistic treatment of army versus army, the artillery is a massive killer at range, whether it's shooting catapults or bazookas. But if an infantry force close with it, it's just too bad. You use your own infantry to screen your artillery, and your armor to act as a shock force and try to get to their artillery. The artillery isn't supposed to defend itself at close quarters; it has other jobs to do.

And mages, like artillery, are specialists in doing serious damage at range. They need a solid line of fighters in armor to screen them against those orcs.

Bill Stoddard
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Old 01-08-2011, 10:56 PM   #7
Godogma
 
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Default Re: First GURPS Mage

Then there needs to be another option with different spells to handle the differing situation.
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Old 01-08-2011, 11:00 PM   #8
Kalzazz
 
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Default Re: First GURPS Mage

Well, 'you vs a small group of enemies' is a common thing for PCs to do

Anyway, uhm, fitted stone road with small brush and such beside it

Its not army vs army, its '1 PC vs a few wandering monsters'
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Old 01-08-2011, 11:03 PM   #9
roguebfl
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Default Re: First GURPS Mage

Quote:
Originally Posted by Godogma View Post
Then there needs to be another option with different spells to handle the differing situation.
Thats exactly what GURPS Mages do, they are verstile, but unles you busy Innate Attack (Area Effeact, Magical) they not DnD damage machines

Forests the break out Plant magic, , Tangle growth to slow them down, and when the get close, Shape Plant to destry those Axes

Mountis call for Earth Magic etc...
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Old 01-08-2011, 11:03 PM   #10
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Default Re: First GURPS Mage

[QUOTE=Kalzazz;1103374]Well, 'you vs a small group of enemies' is a common thing for PCs to do/QUOTE]

Not every PC is good solo versus a group of opponents.
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