DF Artillery Mages Noodling
In a different forum, the issue of DF artillery mages came up again, and I was induced to actually type out some musings I've had wrt Artillery Mages. Basically, I have been tempted from time to time to work up a missile spell equivalent to Heroic Archer or Weapon Master that makes missile spell specialization pew pew or boom boom wizards into a viable niche.
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Since I'm not running DF right now, it remains a temptation. Thoughts? |
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Hmm . . . Quick, accurate fire is almost the opposite of the classic artillery mage. In old-timey dungeon fantasy, such a mage's job was to sling long-casting-time area-effect spells that blasted everything indiscriminately. For instance, the old AD&D Fireball ("Fire Ball," if you look back far enough!) took three segments to cast to Magic Missile's one segment, and lobbed one explosive missile, not a machine-gun-like spray of projectiles. It was slow enough that interruption was a concern, so the mage needed the now-traditional screen of fighters to protect him while casting. Thanks to the way early tactical combat worked, the projectile could be lobbed over intervening friendlies who were doing this job.
In light of that, I might go for effects more like these: The cost may need adjustment . . . playtesting would be good for something like this. Maybe that should be +2% per level, or even +5%. |
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Couldn't it be possible to get Compartmentalized Mind (with whatever -% for missile spells only) so that they could cast and lob fireballs on the same turn.
That's the route I would take. *I don't have my books on me so I can't look up point cost, but if i remember correctly it would be similar in point total to Heroic Archer + Weapon Master Bow. |
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I can see some appeal in better replicating the big game changer spells, but IME DF already does that fairly well. A three turn maxxed missile spell from a Magery 6 mage does that nicely, as well as a lot of the area spells.
The thing that I have personally experienced, and have seen several complaints about, it the deficit of actions for arty mages. Existing missile spells are more or less built to force ROF 1/2 or lower, and IME that deters their use a lot. Players like to take a significant action every round. Non boss fights tend to be short. Old school delvers in Other Games tended to have the option of one spell per round, and at higher levels as emulated in DF, often just did that. GURPS missile mages don't. Realistic bows have the same problem but we have Heroic Archer to make a valid archer delver. Scouts don't make other delvers obsolete with their rapid bowfire though, so I don't think rapid "fire"fire would be intrinsically worse if it had a fair CP cost to damage return. So I guess I'm just saying that I'd like to be able to make throwing a missile spell every turn a reasonable niche for a Wizard. Not overpowered, not niche stealing, but reasonable. It might not be what everyone wants, but I don't think I'm alone either. Not that you need to stop talking about "big arty" here - go ahead. It's just not what I'm interested in. All that said, "artillery" might be exactly the wrong word here. "Riflemage" is wrong too though. "Warmage?" "Blaster Mage?" "Missileer?" "Missilseer?" |
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This trait gives wizards a little more choice in combat. Yes, they already get to choose spells, but in practice they fall back on a few of those. I imagine that they would do the same with this advantage: settle on favorite enhancement bundles. However, spells crossed with enhancements could at least make combat less boring for mages. I personally think that "toss a blast of energy every turn" is terribly boring, which is why I'm not in love with an approach that goes in that direction. |
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It's an out-and-out canonical 'shoot a thing every turn' option. And I do mean 'shoot a thing', as it ~never misses the target. If you want other forms of every turn shot, you could just mix up variants of that. |
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I was just about to post something about Magical Bolt. It is reliable and has RoF 1, and does fairly minor damage. It is perfect for fights with mooks, and fills a niche that the big missile spells don't. You trade power for speed.
My only beef with Magical Bolt is that it isn't on the main template. It seems designed for low-power enemies, so it is a reasonable thing for a more novice Mage to have, as opposed to being something to "level-up" to get. The advantage proposals at the beginning of the thread are pretty cool, too. I'd split the difference on Kromm's version, and offer it at 2% per level, since the flexibility is likely to be something that gets used less often with more experience. I like the idea of offering some sort of "Fast-Draw" for missile spells, but I feel like the penalty to skill ought to be steeper so that it isn't a go to in every fight. The guy with the rocket launcher just shouldn't be whipping it out so quickly every single time, and a 6d lightning attack feels a lot like a rocket launcher to me. |
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How about limiting the missiles to Magery/2, round down? Goes with the whole "rushed" theme, and keeps the damage in the same range Scouts of similar point total. |
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That might be better, and it brings damage down to the sort of lower level I'd hope for with spells dashed off quickly. The way I like to see it framed is that Wizards either do devastating damage or they plink more rapidly, and halving Magery goes toward that.
Consistency with WM and HA is a laudable goal, too. If everyone is facing a -3, maybe that is the way to go. Since range penalties are also likely to be a factor, maybe it is enough. I think there is a place for both versions of this advantage. Kromm's version offers an array of customization that is cool, while the martini version offers a way to avoid the issue of Wizards getting a spell ready about a second too late to join the fight. The frantic pace of most minor fights is where I see the real problem, and I am not sure I have seen a solution that I feel especially drawn to use. |
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What I see is the difference between AD&D Wizards and GURPS Wizards is the balance of power between them and fighters. In GURPS fighters can inflict huge damage every turn while in AD&D fighters did damage by weapon type plus some bonuses thus they did not get to be insta kill PCs like they are in GURPS. Plus monsters had high hit points if they were powerful so fighters in AD&D needed to hack away to kill powerful monsters which in GURPS they can kill them in one shot. The Wizard in AD&D had limited spells but if the Wizard was high level he could nuke a powerful monster while an AD&D fighter would have to steadily hack away if he wanted to kill the same monster. In GURPS this is reversed because fighters can kill powerful monsters easily due to hit locations, ST bonuses and other modifiers. A GURPS Wizard can cast a lot of little spells endlessly helping to undermine the dungeon setting but in combat they aren't able be the gamechanger because it takes a long time to cast powerful spells and because monsters in DF have low Hit Points fighters can take down powerful monsters quickly enough that they do not have wait for a wizard to blast the powerful monster with a missile spell. So the Wizard is reduced to non combat and to casting Information spells endlessly because they can cast them with little energy and thus become a pain in the a $$ for the Dungeon Master trying to keep the dungeon mysterious and exciting.
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I like Kromms idea and can see it as a style perk. I can see the plinking niche too though and also something like Heroic Archer and Zen Archery for spells. Mix it all together on enough points and you have some versatile and powerful artillery mages. For plinking how about this. Aetheric Dart Missile Spell Cost 1 Acc 3 Damage 1d-2 This spell creates a small missile that does impaling damage. The energy responds particularly well to Will and the attack roll is based off IQ rather then DX. It can be held and charged up like other missile spells but instead of increasing the power the accuracy is increased by 3 per turn to a max of ACC = Magery *3. Cost increases 1 per turn charged just like other missile spells. The spell can be cast as a Blocking spell for 1 extra energy cost. The Blocking part may be overpowered but we already have spells that can be an attack set up as Blocking spells so the precedent is there. This gives a mage a good 0 cost plink spell at skill 15 and a nice Fast Draw type when needed but you need skill 20 to use it that way for free. And give it some time and you have a very accurate long range attack. |
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If you want to spend points on a "pew pew" mage...
Compartmentalized Mind (Magic PM, -10%; No Mental Separation, -20%; Missile Spells only, -30%) [20] You can then throw a 1(M) point missile every turn, or a 3(M) point missile every other turn. |
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That said, thinking about this last night, I believe the fairest cost might be 2 points per +5% allowed. So being able to add Explosion 1 to everything is 20 points, and the Area Effect 3 I mentioned would show up at 60 points. |
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Maybe it would be better to do this as techniques? That would cut down on the massively multiple choice mage.
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And it's good to remember that a DF Wizard can contribute to a fight by non-magical means. A non-casting wizard is about the weakest PC you can get but they can still put up a respectable melee fight against lesser enemies, or throw or sling projectiles. Regrettably Thrown Weapon (dart) is set as an alternative to Innate Attack, which the artillery wizard needs more.
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What about some sort of fast casting power that would allow a wizard to cast spells rapidly at the cost of using a lot of magical energy? Combat in DF is so quick that waiting to cast a spell puts the wizard at a disadvantage.
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ATR is another way to build that too. But fast casting removes a major imitation on thier power so should be limited to specific spells or very expesive IMHO |
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Ultimately, the GM must solve the problem that his group actually has.
For instance, I've been GMing GURPS since 1986, and in those 27 years, I've run mostly fantasy (three long-running fantasy campaigns account for 17 years of that time). I've had the player of a wizard PC complain just once that magic was too slow, she felt left out, she had nothing to do on her turn, etc. Over the same time period, I've had all but one player of a wizard complain about being unable to blast the entire enemy force with a big, old-school spell like AD&D's Meteor Swarm. This is probably a direct result of gaming with people born in the late 1960s who started gaming in the 1970s . . . they expect wizards to do one big thing, not the constant bolt-chucking of computer-game magic-users. For my players, then, my proposed advantage would be ideal. However, a group of people who want constant bolt-chucking wouldn't like that. For them, I'd recommend the other solution offered here, or just using Magical Bolt from Dungeon Fantasy 11. If Magical Bolt seems too weak, change damage from nd(∞) to 2.5nd; it'll cost the same. If the GM doesn't mind a steady stream of zero-FP-cost 4d bolts that can't miss the target, then that's a fair use of 40 points. |
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I think the problem I have with GURPS Wizards inDF I that I think that there are two types of PCs; the routine PCs and the extraordinary PC. The fighters are routine PCs in that can attack often and do the routine stuff in a dungeon. The thief is also routine as he checks for traps and scouts ahead for danger etc. The cleric tends to be routine in curing wounds and removing curses etc. But the wizard is extraordinary, he has godlike powers and can do almost anything. To balance this his magic powers are not routine and they can be used endlessly he needs to wait until the big battle to unleash his power so he relies on his routine PC fellow delvers to help him explore the dungeon and defend him until the big battle. The wizard in my mind does not use magic for trifle purposes so he won't use magic to detect traps or open locks unless absolutely necessary. He will instead rely on the party thief to do routine tasks. The wizard in my mind is like the one in the movie Dragonslayer or even like Gandalf who uses routine hobbits and dwarves to help him destroy the ring.
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I went with the Heroic Archer mimicking route instead more out of an personal distrust of the innate attack build system than anything else. |
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That said, what would be a fair cost for the Artillery Mage enhancements if it was one spell, one specific enhancement? In other words, if you had to choose, say, Explosion (+50%) and only on a specific spell? |
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1. The ability to launch powerful damage-causing spells, single-target and area-of-effect, for use in climax battles, but it's okay if these are severely limited (costing FP, or subject to something similar to Limited Use x/Day). The Costs FP Limitation is far from ideal, for this, however, because you don't actually get much of a discount for it, and Limited Use as written is completely ridiculous. 2. The ability to contribute something magical during run-of-the-mill combat encounters. This has to be sustainable throughout an entire dungeoncrawl, so having to pay FP is bad, except if some mechanic can be devised in which the first 3 or 4 uses per fight cost zerp FP and subsequent uses have a low but non-zero FP cost, e.g. by having a very specialized ER that recharges so quickly that it's essentially always full again every time a new fight starts (so we're talking a few minutes). Magical Bolt looks fairly good, but its ability to automagically hit increases it CP cost, and I imagine that many DF players would prefer a cheaper version (more damage-per-CP) even if they have to roll to hit. |
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However, at that tech level more battle mages are probably doing something along the lines of illusions, mind control, or tech control for opponents' equipment, not hurling damage spells. |
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At an ultra-tech level of play, where ST plays no role in determine how much a given ranged weapon does for damage, it's going to be hard to compete with personally-generated attack spells. Save them and do other things, IMO, and stop worrying about killing people with your magical powers when you've got a more serious weapon on your hip. |
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Just sayin'. |
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Oh, yeah, I know. Jedi might be a little snotty about modern conveniences, but I was just struck by how much your post sounded like a particular unimpressed smuggler.
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Besides, throwing fireballs and lightning bolts in a world where the best ranged weapons are bows makes you unique. It's not so special when the guy beside you can buy a plasma thrower from a crook on a street corner.
If I were creating an ultra-tech world where mages still had something of awe and mystery about them, they shouldn't just be able to do as well as someone with tools. They should be able to do impossible things. It should be about raising the dead. Telling the future. Summoning spirits. Controlling people's minds (and computers) with a word and a gesture. Getting lucky. And if that mage knows a Word of Power, the effects are going to scale with the world, because you can't out-tech reality. Also, I would have mages be... well... slightly crazy. Tech worlds are big on science. Magic's not science. It's not even rational. They have a DWIM algorithm for the universe, and DWIM algorithms shouldn't exist. If you want to have them match tech for big flashy effects, let them contact spirits with huge energy pools and high-point powers, and convince the spirits to do the work for them, tearing up cities or searching sectors in an eyeblink. But the spirits are not entirely safe to speak to, and only remotely safe if you're a virgin, or a seventh son of a seventh son, or haven't had any salt for 24 hours, or speak to them in Latin, or some other condition that makes no sense to humans. |
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I don't think there's anything wrong with a setting where wizards hurl missile spells that are competitive with (or even better than) the technological weapons they are competing with. There's not a lot of settings that work that way, of course, but if a GURPS GM wanted to do it and still use GURPS Magic mostly RAW, I'd probably advise spell TLs (to prevent TL 3 wizards from having ~TL8 weapons) tied to damage divisors and range modifiers.
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Evocation being an obsolescent art at higher tech levels mostly follows from fitting wizards for balance at TL ~3 and then transposing them forward without advancement. If the setting isn't really concerned with TL3 balance (either because not-TL3 or not-balance), it can go quite different places with that. |
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The problem I have, really, is the "GURPS Magic should natively do all of this at all levels of scaling, and magic should be inexpensive, fast, powerful, and versatile" approach. I don't think it needs to do that. GURPS has other ways to do this, so why not use them? |
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And even if you're willing to write off 'inexpensive', there are things GURPS magic does that GURPS alternatives are iffy on. Skill-and-personal-energy driven. Missile spell mechanics. Of course, if you just write your own GURPS Magic for the setting you actually want to play, that can all work out. |
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Even mundane wrath bears spice up a setting.
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IMO a missile spell should be comparable to a A sidearm of the same TL for 1 energy A military grade personal weapon of the same TL for 2-4 energy A support weapon of the same TL around 4-9 energy A heavy/siege weapon at 10+ energy |
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There's no particular reason this should be the case unless you want it to be. There are all sorts of other considerations, like recharge and security issues, that change the calculus on what role wizards can play in an ultra-tech setting. For instance, wizards at TL3 are usually perceived as smart; a wizard at TL10 who is basically a cannon with infinite ammo is not necessarily going to be treated as any brighter than your comms specialist.
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Hmn, this is an interesting train of thought.
Instead of Dice of damage, make base damage equal to TL, and use converting adds to dice. So At TL 4, it's 1d per energy point, at TL 7, it's 2d... TL 11 is 3 etc. |
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I don't suggest flat Acc bonuses because invisible sniper weapons are a bit iffy for game balance, but part of me thinks a "sniper staff" with a magitek phantaso-scope that adds (TL-4) to Acc, + possible scope and precision aiming bonuses would be kinda cool. Going back to the beginning of the thread, you might just use Kromm's advantage proposal and give every TL some fixed number of points to spread around. That way you get short range AP "fireball plasma lance" stuff and long range "sunlazor" plinking stuff that the Powered Infantry can laugh off, plus grenades, mortars, etc. |
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As a further Noodling opportunity, I think we need to clarify some terminology here.
"Artillery Mage" is already kinda blurry, and seems to mean any mage that specializes in damaging attacks spells like missile spells. One sub-grouping of AMs seems to specialize in large devastating attacks, like big fireballs etc. "Artillery Mage" would be an ideal designation for this but it is already taken. I'm gonna suggest "Boomer Mage" because they like spells that go boom and because they like to nuke things. One sub-grouping of AMs seems to specialize in routine attacks that they can use frequently. Maybe "Spellslinger?" Anyway, thoughts on names and categories? |
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I can't get behind that at all, so I'll just step aside and let you guys figure out what you want. For me, the kind of thing being talked about should cost a lot of energy to use, or a lot of points. To me, a mage who can fire fireballs that out-do modern weapons is a superhero, and should be built on superheroic point levels. |
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- I don't think GURPS Magic needs to scale on damage. GURPS Magic mages have a whole lot more much better stuff they can do than inflict damage, and I think that's the real upside to mages with that system. Giving them "keep up with the tech in terms of damage" is something I think is a mistake, based on how powerfully effective I find them with non-damaging powers (which they then augment with slow but IME effective damaging attacks). IMO straight-up non-attack magic in GURPS Magic gets dramatically more effective coupled with high technology and Draw Power, not less effective. I'd rather be the mage with Great Haste and an x-ray laser than just a guy with an x-ray laser. - I don't think you need to do this with GURPS Magic, because you can do it other ways, in a manner that is much more fair in terms of cost to buy the level of effect. GURPS Magic spells are cheap for what they do, and since as I said above I feel what they do is better when combined with tech, I think the way to go is with Innate Attack and Affliction, not scaling the spells. Obviously folks disagree, so I don't see me putting anything productive into the discussion. |
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Although - if you're adverse to Innate Attack, RPM has a pretty darn high damage output built into it. Not surprising, as it's baselined against "Action Hero" TL8 weapons.
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I think the healing abilities out of Magic are better than what you will get at any tech, ever. In theory it's even possible to cast the Resurrection spell if you can manage to get 300 thaums of energy together at once.
Not to mention legit summoning of the spirits of the dead to communicate with them and other stuff I don't think technology is ever going to touch. I think for DF artillery mages are good enough as they are. For other genres artillery mages don't make as much sense and there's loads of better things you can do with magic. |
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GURPS Magic's baseline is 1d~ as it presumes a Low-Tech setting where most attacks are 1d~ (ST 10~ with a -2 ~ +2 weapon). If your setting isn't using that as its' baseline attack, then you should adjust the spell's damage values accordingly; if your setting's baseline attack is 9d(10), then replace the '1d' in the spell description with '9d(10)'. |
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-P PS: Theltemes deserved it, using a druid with a spear to poke an ogre only made it *angry*. I used a *lot* of healing to prop our barbarian up and my medical knowledge was insufficient to bringing Theltemes back from the brink. |
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Then, I go and buy all the other spells from the standard spell table so that I can drop higher powered spells at longer intervals as needed. -P |
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That's how equipment works in GURPS. You're comparing to a small segment of the cost, and complaining that that small segment is cheap. The problem is that the "cost" of equipment is payed in various different currencies, of which points is only one. |
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My argument, such as it is, is that if the GM wishes missile-mages to be competitive with other ranged damage dealers, then the GM should scale the missile-spell's damage to the setting's baseline damage and that the GM shouldn't charge the mage more points to be competitive than the GM would charge any other ranged damage dealer to be competitive. Saying, "But you can do all these other things!" isn't especially relevant; you get what you pay for. Each and every single one of those other currencies also cost points. [Everything in GURPS costs points, directly or indirectly.] The factor of it being a mage doing it vs it being a sniper doing it is essentially a Feature. A rifle-equivalent missile spell costs fatigue, is subject to legal/social controls and can't be dropped. A rifle costs G$, is subject to legal/social controls and can be dropped. The difference washes out in terms of costs and benefits. I'd still prefer the rifle over the missile spell because the rifle doesn't cost fatigue [fatigue is worth more to me than the G$ spent on bullets; gear comes and goes, fatigue loss gets you dead and there are so many other things a mage can be spending that fatigue on] and because the rifle can be gotten rid of [walking around with the world knowing that you are armed with a dangerous weapon they can't take away from you is an excellent way to become an "unfortunate accident" if you ever run afoul of the law]. |
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