Re: FP Problems
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Re: FP Problems
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How big is the group you play with and what are their focus? My snap judgement is you need to stop using Shape earth the way you are, or invest more in that spells skill to start saving some energy casting it. I do have a question about how you are "burying hordes/enemies" given the relatively slow movement of the earth in that spell. |
Re: FP Problems
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Re: FP Problems
You're going to have to grind hard for another 30 to 50 CP before you start having an easier time not dying in basic fantasy combats. This sounds like a real "1st level old school D&D" campaign, where characters die a lot and you just roll up a new one - but in GURPS, it does take a good bit longer to make even a simple character, and players tend to be a bit more attached to their characters....
There are folks on this forum who really know how to play GURPS combat, and their advice might be much better than mine, but..... Here's what I would do. \ I'd spend the first 4 CP you get on the Shield skill and get at least a 2 DB shield for a solid defense so you can stay alive for a few sessions. Maybe next put a point or two into a melee skill. I'd spend the next 8 CP you earn to buy Fireball up to 15 (getting prerequisite spells if necessary before that with 3 CP) so that you can cast a 1d burn fireball at no cost every other turn. Have a shield in your off-hand for a block and stay in the back behind the melee types. You can, if you need to, cast a stronger Fireball, but it'll take more time and energy. But being able to cast a 1d burn every other round puts you in the same league as the guy with a bow, at least. After you have a reliable ranged attack, focus on a good Blocking spell. Iron Arm is great because it costs only 1 FP and gives you a much higher chance of succeeding at an Active Defense because you'll be rolling against skill instead of Skill/2 +3. You can't get rid of the FP cost to cast a Blocking spell with high skill... Iron Arm has a prereq count of 4 and DX 11 - so, again, it's going to take a while to get there.... You might also want to just invest in a basic melee skill like shortsword and some light armor and shield until you have more CP to make magic work better. |
Re: FP Problems
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Re: FP Problems
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Re: FP Problems
at 70 points you can't really call an armored warrior a knight either...
With these much points you are quite powerful killing 3 to 4 enemies with a single skill/spell! but that is a single event spaced by almost two weeks before trying again. That is what you are doing by with your magic. Try shooting a few light damage spells, create fire can do 1d-1 per turn to a target, for a full minute and cost 2 energy, do that each turn meanwhile the "knight" cover you. after a few turns you will kill 2 to 3 enemies just by using your personal fatigue, that recharges very fast compare to powerstones. There are many ways a low level wizard can be helpful, just don't try to be a powerful wizard if you are not. |
Re: FP Problems
70 point campaign, 22 spells? Yikes. You can't afford to have 22 spells.
If I were going to build a mage on 70 pts -- which is pretty damn painful, 4th edition -- you can neither afford 22 spells nor some of the other options people are suggesting, like putting points into melee skills. I wouldn't go for a mage who could inflict damage at all. If there are four fighters in the group, one of them would be tasked to be my meat shield, and I'd go completely for utility spells: * Lend Energy, Recover Energy, Lend Vitality, Minor Healing, Major Healing; that's one track. Absolutely run Minor Healing to -15. * Ignite Fire, Create Fire, Shield, Armor, Apportation; that completes the suite. * I might go with Sense Foes, Sense Emotion, Truthsayer, Mind-Reading, but now we're getting into burning unavailable points. I wouldn't bother with most spells for which there were mundane solutions. No need to get the Light spell when a torch will suffice, for instance. There's also no way I'd go as low as -26 points of Disadvantages. You just can't afford that. I'd reduce STR to 9, make sure I have as many Quirks as the GM allows, and do my level best to force IQ higher than 11. In the end, I'd really try to talk the GM into a more reasonable point total for the campaign. 70 would have been damn onerous in 3rd edition, and it's damn near impossible for 4th. I've been starting parties at 135 in recent years. |
Re: FP Problems
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Basically it's FP bought at 3 points that can only be spent using abilities/powers connected to whatever the 'Source' is. In your case Magic. The interesting parts is that the ER points are recovered separately from your FP, effectively doubling your 'mana' recovery, and that you can pile on the Limitations like 'Special Recharge' -70% (You only recover your ER points via the 'Source') and 'Abilities Only -10% (The ER points can only be used to power spells) for a whopping -80% discount that 'limits' the use of your ER to only be used in the only way you need it for and only to be recharged in the best way to recharge it. 3 character points for 5 points of 'mana' is a bargain. Depending on your GM/Group this might be shameless powergaming or just sensible character building. However, raising your available 'mana' is, as other have said a losing proposition if you want your character to keep taking out enemies (less so if you take on more of a support role - make your best fighter invisible, lean back and crack open a beer...). Getting the skill of your go-to spells to 15 where you can keep pinging away with 1d attacks forever is the way to go. |
Re: FP Problems
[22] out of [70] in spells is pretty extreme. For reference, DFRPG templates are fairly well-optimized for adventuring and combat, and using Delvers to Grow [22] is more akin to what a [125] wizard (the Journeyman level) would have (they tend to have between [21] and [25] in spells). The [62] wizards (the Novice level) there instead tend to have between [9] and [13] in spells.
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