01-09-2011, 02:04 AM | #31 |
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Join Date: Apr 2007
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Re: First GURPS Mage
Or just Mind Control some of the orcs and have them attack each other.
You know every spell in the book, and have powerstones.....the main question is, how do you want them to die?
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01-09-2011, 02:14 AM | #32 |
Join Date: Jul 2010
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Re: First GURPS Mage
To clear the subject up for you folks; I don't primarily play D&D, I have however had many successful magic using characters there. For the past year or so ninety percent of what I have played has been GURPS exclusively.
The magic system and mages in general beyond four spells that I often buy Magery 0 or Magery 1 for just aren't useful in most cases. Imbuements and Innate Attacks generally fill the slots "mages" in other systems do far better than the clunky Magic system presented in the 4e Magic book in the small party or solo gaming situation I generally game in. Most spells? Have absolutely no use for them that I've encountered save for once in a blue moon and thus aren't worth the points in prerequisites you'd have to pay for them. This character is my first dedicated mage. I've found the system almost intolerable thus far as far as combat situations goes because you can turn most enemies into Swiss Cheese far more easily with a dedicated archer and a mage is squishy and thus not intended for close combat... Low ST dictates low DR due to inability to carry armor. I have Magic! and an inordinately high Magery score, as well as 10 dedicated "MP" and 12 FP... As well as now a 20 FP power item and as of this morning's culminated very long adventure a 20 point power stone. In order to finish out a combat quickly with a mage in my experience with the spells in the book - you drain mana extremely fast, I defeated the opponents but drained everything I had except that powerstone and 7 FP. With an archer or swordsman built on 300 points and better armor and the like? Probably the work of a few turns to either shred the enemy or turn them into pincushions. And I have far more invested in gear than on any other character in this mage. I know about "Staff" and Jet skills, I have a 17 in Innate Attack (Jet) and 14 in Staff. I can supercharge explosive ball spells to UBER damage codes, however generally they do somewhere around 2.5 damage per die code in damage in GURPS and in my somewhat limited experience a 12d Lightning bolt or the like? 28 measly damage to one target. I simply want to have an effective character and not have to use the technique called "Bunker and Mass Sleep" or other such things every single combat. IN Response to the Rain of Fire bit: Next combat you're in that is sixty rounds long for you to cast a spell that's over a minute to charge solo while you're casting this - I want to see your mage survive it. Last edited by Godogma; 01-09-2011 at 02:25 AM. |
01-09-2011, 02:29 AM | #33 |
Join Date: Dec 2009
Location: Rostov-on-Don, Russia
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Re: First GURPS Mage
Use Body of ... and Summon ... spells. Those are fun. I like most the cheat combo of Body of Wind, followed by Enlarge.
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01-09-2011, 02:30 AM | #34 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: First GURPS Mage
Combat vs. many opponents in GURPS requires creativity and smarts.
Its a rare fantasy story that allows otherwise. Lets break down the idea here. You need to avoid damage and take out the enemy. Not sure why you think bunkering down is not good, is taking longer to kill your enemy unacceptable for some reason? Force Dome, Darkness, Sandstorm, Flash, Fog, Body of X, Missile Shield, all good defense. Create Warrior or animal good consistent damage. Most regular spells are very effective. Missiles good at longer range and scaring off targets a little weak on damage. Wall spells can hold off opponents and some do damage too. Movement related spells can help you get away or restrict their actions. Area spells are your best at taking out multiple targets at one time but blow a lot of energy so not something you can do all day. A good thing to do is combine spells. Resist Fire and wall of Fire for example. |
01-09-2011, 02:36 AM | #35 | |
Join Date: Nov 2009
Location: Oregon
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Re: First GURPS Mage
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01-09-2011, 02:37 AM | #36 |
Join Date: Jul 2010
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Re: First GURPS Mage
I want to avoid Bunkering down and casting spells beyond the dome or whatnot as much as possible because extended dice rolling in GURPS via the online text medium all runs together and the longer a combat takes the less patience I have with it and my attention span then becomes a problem.
I like good damage spells because I have faced utter mooks that went all the way down to -5x their HP to kill; which is a real pain when your main method of dealing damage is draining to your personal stores of whatever you're using to attack and you don't know if more enemies are coming or the like. |
01-09-2011, 02:38 AM | #37 | |
Join Date: Apr 2006
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Re: First GURPS Mage
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1. My character needs to be able to fight well to be effective. 2. Standard mages are not especially good fighters. 3. Therefore, there needs to be some way to make standard mages an exception to #2. It would seem more correct to say, 3. Therefore, I should avoid playing standard mages, except in games where I have substantial PC or NPC combat support. I note that your example of an effective combatant, the D&D mage, is widely considered a squishy target below mid-level - after which he's considered overpowered compared to other classes. By stating that Imbuements or Innate Attacks more accurately represent the kind of mages you want to play, and that you find most of the spells useless, I'd say you've answered your own question. Next time you want to make a mage, load him up with the Imbuements and Innate Attacks you want him to have and you'll be satisfied to discover that he has them. |
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01-09-2011, 02:40 AM | #38 |
Join Date: Jul 2010
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Re: First GURPS Mage
Every roll I've had when I supercharged a spell was an unlucky roll, and it was in a party situation that I supercharged a lightning bolt and used it on a dragon. It was already down 500 HP when I cast it. It lasted till -620 or so (I think.)
The party did far more damage than my mage and it was an optional fight that we could have avoided; however being good adventurers dragons = loot and xp! Combat took over 45 minutes and my interest had waned so I wanted to take it out in one shot - I also needed to sleep. But thats a whole other kettle of fish. |
01-09-2011, 02:42 AM | #39 | |
Join Date: Nov 2009
Location: Oregon
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Re: First GURPS Mage
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01-09-2011, 02:42 AM | #40 | |
Join Date: Jul 2010
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Re: First GURPS Mage
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I'd like to make my mage able to be an exception to #2 because I've already invested much time and effort into the character. I was actually asking how other people played mages to make them combat effective as it utterly escapes me at this point how they manage to do so with the spells presented in the book. As it doesn't seem to me that it can be done without adding additional spells to the spell list. |
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Tags |
combat, dungeon fantasy, fantasy, first mage, magic! mages |
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