Re: How to protect casters?
Experience has shown me that a few points dropped into even a mookish group of Allies isn't a bad bet for a wizard. Skeletons, for example, are worth negative points. They're a base 1-point Ally for just about any plausible mage. They have the +0% version of Minion (due to Slave Mentality) and no Special Abilities worth charging points for. So having one around constantly costs . . . 4 points. Having 10 around all the time costs 24 points. That's actually a pretty good investment: 10 screening fighters who can all be told to Wait every turn like a big bone shield, none of whom have to be fed. A really deluxe version might be Summonable, +100% on 15 or less instead, which costs 36 points -- handy if your necromancer has to be social and polite at times.
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Re: How to protect casters?
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If you wanted to protect somebody, probably what you'd do is stand in front of them and say, "okay, anyone gets near us and I'm gonna let 'em have it." And at that point you're waiting for someone to come within whacking distance. In GURPS, that's a Wait maneuver. (And probably an Intimidation roll, if you actually say that.) But even then, if there's a bunch of enemies, and they all decide to rush you at once, there's no way you can stop them all at the same time; you can hit one, or maybe two if you're quick, and the rest run past you. So it goes. |
Re: How to protect casters?
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If you use GURPS: Magic, the deal is cheap enough for him to afford a modicum of martial prowess. |
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Re: How to protect casters?
This situation calls for a perk I invented: Interposing.
http://forums.sjgames.com/showpost.p...&postcount=111 {EDIT: Note, this will also allow a person with a weapon of reach 2 to parry blows directed at a person standing directly in front of them, as a second line of pikemen can do for the first line.} |
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That is, he was just pointing out what's going on there to the noobs, not calling the ones who did it noobs. Quote:
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