04-28-2014, 07:56 AM | #11 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Two long standing house rules.
From a utility perspective, anybody willing to dump enough points into skills and FP is scary. From a damage perspective, though, you're better off with archers and gunmen.
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04-28-2014, 10:50 AM | #12 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Two long standing house rules.
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1) If you're not willing to put enough points into skills and FP, why are you a mage? 2) If you are choosing to focus upon dealing damage but also want to be a mage, nothing says you can't also be an archer/gunman/etc. though you will have to manage your points. If the campaign says you can't be both... isn't this solving a problem of one's own making? If you're not as good of a mage or a gunman as if you had focused... that's how it goes and your strengths will be where those two compliment each other. 3) Perhaps most important... still not sure why damage isn't high enough. I had a wall-of-text post explaining how it should be, but it is probably better if someone explains why. I don't have access to 4e GURPS Basic Set right now and I've never read the 4e Magic book, so are all the useful weapon buffing spells of 3e gone? Overpriced? Has the setting tweaked what does and doesn't work in a manner I didn't catch in the posts? Even though I sound pretty skeptical (and to be honest, I am) I know I am far from perfect and I'd like to avert future problems because what I thought I "knew" was wrong. ^^'
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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04-28-2014, 10:58 AM | #13 | |||
Join Date: May 2013
Location: Ellicott City, MD
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Re: Two long standing house rules.
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04-28-2014, 12:49 PM | #14 | |||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Two long standing house rules.
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We have apples and oranges here; at the same circumstances, a warrior focused on melee or ranged combat should be better than a generalist mage at melee or ranged combat. If that is a problem, it seems to be unreasonable expectations. It isn't that cheap to be an ax wielding warrior that gets two attacks per turn at 3d damage each, especially with the Skill for both to land. This is why mages are ill-suited to front-line combat without being heavily specialized... ...and if they are, then they should indeed rival that ax-men for similar points. A 250 point dedicated "warrior" style character allowed access to extremely detailed, advanced rules without the burden of justifying them in game, and in addition to the less realistic options may be an exception, but he's supposed to be. TL;DR: If 1 FP per die of damage seems bad, it seems like you're doing it wrong. Focusing on damage seems to be "doing it wrong" to begin with, but even narrowing things down, that mage should be pretty spiffy.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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04-28-2014, 12:59 PM | #15 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Two long standing house rules.
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Mages under Standard Magic are far better for their utility than their raw damage output, which causes people who only see dice of damage to call mages "weak." Don't get me wrong, being able to knock out the IQ9 barbarian with a simple quick contest vs will is awesome, but, it isn't really going to help you kill that dragon over there. |
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04-28-2014, 01:30 PM | #16 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Two long standing house rules.
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Really, I think that shows the discrepancy I was talking about: a fairly generic fire drake has good odds of detecting the ax wielder long before he gets near enough for melee combat. If we give the ax wielder a great Stealth score, only makes sense to allow the dragon to invest in appropriate Skills and Advantages that counter it: like against like. The Dragon is likely to naturally have some form of Claws and Sharp Teeth, plus a Breathe Attack, Winged Flight, extra Strikers (Wings and/or Tail) etc. Even if it lacks Magic Resistance and is non-sentient, it still tends to have Size making it hard for more subtle magic to make a dent (while raw damage faces similar problems to the ax wielder). TL;DR: Thanks for trying to explain, but it still sounds like it is something the GM and/or players are doing to cause imbalance, or most likely unrealistic expectations as they take a being that plays with the fabric of reality and complains he can't swing a stick with sharpened metal on the end as hard as some big muscular bloke who may be a wizard at swinging said sharpened metal on a stick, but can't alter the fabric of reality with it (just your face, your spleen, etc.).
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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04-28-2014, 02:02 PM | #17 | |
Join Date: Feb 2014
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Re: Two long standing house rules.
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04-28-2014, 03:21 PM | #18 | |
Join Date: Jun 2013
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Re: Two long standing house rules.
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04-28-2014, 04:48 PM | #19 |
Join Date: Mar 2013
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Re: Two long standing house rules.
GURPS mages are support types, you're not supposed to stand back and lug fireballs at people, but rather stand back a throw illusions for the like at them, like creating the illusion that there's blacks disks in their eyes, preventing them from seeing (That's a -10 to both attack and defense rolls, all for a measly 2 FP, ah for the Mekton Zeta crit rules)
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04-28-2014, 07:51 PM | #20 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Two long standing house rules.
being a wizard is being a generalist, you don't do as much damage(if you did, everyone would play a mage), nor you are as resistant(again, if you were, everyone would be a mage), however, if some strange situation arrives, you know how to get out of it.
As it is right now, a combat focused wizard is better than a warrior on a 1 vs. 1 fight, because he has so many tricks, like flying combined with reverse missiles, the fighter still wins at long time fighting against multiple enemies(come on, at least one edge he deserves), if you give even more power, everyone would be a wizard(or be a outshined warrior).
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house rules, magery, magic, wild talent |
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