01-08-2011, 10:23 PM | #1 |
Join Date: Jul 2010
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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. |
01-08-2011, 10:33 PM | #2 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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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? |
01-08-2011, 10:35 PM | #3 |
Join Date: Feb 2009
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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!' |
01-08-2011, 10:46 PM | #4 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: First GURPS Mage
Terrain? Forrest, Mountian, Dungeon? given 10 yards not Plains i take it.
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01-08-2011, 10:54 PM | #5 |
Join Date: Jul 2010
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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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01-08-2011, 10:55 PM | #6 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: First GURPS Mage
Quote:
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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01-08-2011, 10:56 PM | #7 |
Join Date: Jul 2010
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Re: First GURPS Mage
Then there needs to be another option with different spells to handle the differing situation.
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01-08-2011, 11:00 PM | #8 |
Join Date: Feb 2009
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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' |
01-08-2011, 11:03 PM | #9 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: First GURPS Mage
Quote:
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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Tags |
combat, dungeon fantasy, fantasy, first mage, magic! mages |
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