How to protect casters?
Lets say I'm playing a warrior. My friend is a squishy magic user. We are attacked by two Orcs. One of the Orcs rushes into combat with me. The other one goes around and attacks my friend. Except for using a ready Reach weapon I don't see how I can stop anyone from getting by me. Is there some mechanic like Threating or Opportunity Attacks that I am missing?
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Re: How to protect casters?
Make sure the mage is armed and armored too, instead of setting him up as some sort of squishy target.
Squishy targets don't belong in combat unless they're meant to die. You can do a sacrificial dodge to help out your friend, but really, don't allow squishy targets into melee combat. |
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Basically one has to remember GURPS combat is fast, taking place in 1 second intervals, so if you want to make sure someone doesn't get around you, you'll probably be reacting to them with triggered Wait actions instead of going out to attack them and allowing them to get by you. |
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(You could also try to fast-talk the GM into letting you take some kind of penalty to attack/defenses/both in order to stick your leg out and trip Enemy #2 as he goes past... It's not a Mechanics thing, then, but a GM call as to whether a cinematic move like that fits with the campaign the GM desires to run.)
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The big problem here is that the time scales of movement and striking are off. Realistically, it takes longer to go around someone than it takes for that person to turn and whack you. |
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My suggestion for the "opportunity attack" type thing (I'm going by what the name sounds like, I don't know what it means in DnD terms) is to Wait for someone to enter your range. But really, getting yourself into a fight when you have someone who's essentially helpless to defend and you're outnumbered two to one is just dumb. |
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Is there any rules-legal way of taking an AoA:Double and Wait-ing one? Would that be at all realistic? |
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Take a look through this thread:
Melee Threat Area In particular this post by Kromm, concerning a Technique built on the rules presented in Martial Arts: Armed Interdiction The Wait maneuver is the official way of doing this in GURPS, but if you insist on Attack-of-Opportunity style of effect, then that is how to do it. Consider carefully; allowing this technique has repercussions. |
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1. Get them before they can get you. For fighters this most often means high damage attacks possibly enhanced with Targeted Attack, magical and Weapon Master bonuses. Add in Rapid Strike at appropriate level of power. For mages, first screw up as many as possible. Using Flash so they're all at -3 DX is good. Then finish off with efficient damaging spells like Flame Jet or Shocking Touch all extended by your Staff. 2. Stand more than 1 average Move behind the fighters. Flying or Levitating can help too. 3. Iron Arm or Blink at 16+ 4. DR from leather armor with moderate magical enhancements or just go all magical when you've got enough money. |
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First off, no matter how good a warrior you are, if you're outnumbered, they can get past you. The mage will want some protection from this inevitability. A staff in defensive grip is a good start, and quite fitting for a mage. Armor is also a good idea, just make sure there isn't so much that he's too encumbered by it.
As for the warrior, you have to change tactics if you're trying to keep people away from the mage. Wait is your friend. Specify that you're attacking the first one to try to get past you, and then do so. You can also use the Trip technique from MA, which lets you use a parry to trip someone passing through your hex or an adjacent hex. It can be very effective at stopping people, if done right, but it also costs you a parry. If you're really nice, your GM might even allow an armed version. In any case, your roll switches from being an offensive killing machine, to being a wall of sharp steel. Many people have this tendancy to automatically go for the most agressive options in this situation, hoping to kill the enemy quickly, but if that doesn't work (And it often doesn't), then they've failed in protecting their companion. Holding your attacks, taking a defensive approach, and punishing anyone who tries to get by you is the way to go, and it can be very effective. Imagine one orc running up and bashing on your shield, while the other goes to run past you at the mage. Not only does he suddenly find a foot tripping him up and sending him to the ground, but he then recieves a held-back thrust into his back on the way down. Between the -4 for being on the ground (Or in this case, falling to the ground) and -2 for a side attack, he's not likely to defend. Even if he doesn't fall, it's still a side attack. One or two examples of this, and people are going to be very cautious about bypassing you. But really, your best bet is to find a chokepoint like a doorway or narrow hall, where you can completely prevent them from bypassing you and getting to the mage. You can focus on being a meatgrinder while the mage is free to do whatever he wants... Which is hopefully helping you, of course. |
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Thank you. This thread has been most enlightening. I am still trying to shake off the D&D mindset as you can tell I'm sure.
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Spells obviously. Just one or two will do. There are the obvious defensive ones and fairly obvious damage ones. Depending on the specialities of the mage there are also spells like Mental Stun (Mind Control), Rooted Feet (Body Control, Movement?), Darkness (Light/Darkness), any of the Illusion College can be used to buy time nicely, etc, etc...Really almost every College has a few (execpt Enchantment, Knowledge, and Meta). Weapons Skills. Remember you don't have to be a "Great Warrior" 1 or 2 points in a weapon (Staff is particularly good +2 to parries) should get you to about 12 base skill (Staff that would give you a parry of 10). Since you are merely trying to survive until the warrior can help out no reason not to Parry and Retreat (or Dodge and Retreat if you are particullarly fast) that gets your Parry up to 11, that is a 55% chance to make it. If you want to attack instead of cascting spells your theoretical skill of 12 will give you a 60% chance to hit IIRC, you might even do damage. If you feel that isn't enough defense you can skip attacking, go AoD (Parry then Dodge if needed). Even if you get Hit once with a little Armor it will hurt, but you will likely still be concious. If you do get knocked unconcious you should survive so long as a few people took first aid. My current character is a mage, has Staff skill of 12 (funny that) and Leather Armor for DR 2. I have a good mix of spells. I have been shot by a ST 15 crossbow at middling range 30ish hexes. I lucked out (I think the GM rolled a 1 for the damage 1d+5) and took 8 pts after armor (HT 10) wasn't stunned but did fall down. Stayed in the combat (casting spells) and took out one bandit later. In a totally different melee I was alone at first and was attacked by 2 Guards and a noble. I dodged and retreated once (successfully) then Cast Armor at the max +5 DR (9 FP at skill 15) to bring my total DR to 7. I focused on casting damage spells at the noble. After the guards bounced a few attacks off me they started going all out for +2 dam, the rest of the party showed up and we won. Biggest thing for a Mage is to have a Plan. At character creation you should have a few ideas about what you Plan to do in combat (even if you are not playing a "battle mage") and if you didn't build a battle mage, after a little while as an "adventurer" he will start learning, unless disadvantages/mental defects prevent him... Good Luck |
Re: How to protect casters?
A Defensive Attack with the defense bonus option is probably a good idea when a dedicated caster has to get into melee, as are spells such as Armor and Shield, which grant DR and a defense bonus, respectively.
Also, don't forget the number of blocking spells which can be cast as a defense once per turn. |
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[Edit] You may have been thinking of rolling a D20, where 11 gives you 55% and 12 gives you 60. |
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Another approach is to give yourselves some distance between the fighter and the mage - enough that an orc can't get by the fighter and close with the mage in one turn. If everything works out right, the fighter can wheel and catch orc#2 in the back before orc#2 reaches the mage.
Remember that if orc#1 (the one who engaged the fighter) has already attacked for his turn, he doesn't get any sort of AoO when the fighter disengages. This tactic works best if the fighter is built for speed and skill - he's likely to have to take a Move and Attack manuver. Some decent reach on the weapon would help - a rapier or similar might be best here. |
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Bill Stoddard |
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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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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. |
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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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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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Rolling an 18 on my Mathematics roll and failing to correctly divide 12 by 2 and then add 3 and then add 2... Your Math points are well taken. In my own defense; "I am a historian not a mathematician dammit!" -Dr. Len McCoy As to stats vs skills... I cannot think of a character I would design with a DX of less than 11, 98% of them would have at least 12. Base Dex has too many uses for me to see it otherwise. Of Course YMMV... |
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My only critique of the original post is that I hold out little hope that most of the likely advice will apply usefully to a two-man party. Formations resistant to flanking are only barely possible with three PCs, and really call for about six. Deep formations start around six and work better with huge groups of NPC spear-carriers. Neither is especially workable for two people. With parties that small, it's generally better to bite the bullet, avoid pitched battles, and have combat consist of "fighter holds off lone monster," "fighter is challenged to duel," "fighter distracts bad guys while friend sneaks," etc. |
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"fighter dies with nobility, friend who ran away and lived mourns at his funeral." |
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Think it...you're Zarg the Mighty, Victor of the Thousand Battles. Your very name will inspire fear in your opponents, and respect in the typical bystander. People will be coming to YOU with requests to be a student, or participate in adventures. It would be trivial not only for the magic user to summon up the skeleton army as Kromm suggests, but for the Fighter to have with him an Ally group of literal spear (or rifle...) carriers that are responsible for the defensive formations, allowing Zarg to direct the battle (lots of Leadership and Tactics rolls), single out dangerous critters (Mighty Warrior...HO!), and spend the needed PER and Wait actions to protect Ganderalfredo the Summoner of Lightning. |
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Generally, if you're trying to give your squishy character a self-defense tool, "He studied self-defense with this one particular, highly defensive weapon until he was very confident with it," makes far more sense than, "He's agile but has no real combat training." And if the latter is truly where you're going with the concept, it's often smarter to leave DX at 10 and use the 40 points for +2 to Basic Speed. A direct +2 to Dodge and Basic Move (for running away!) will generally keep you alive for longer. And high Basic Speed lets you act early and take a Move maneuver directly away from trouble before the bad guys can fall upon you. |
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HT 10: reach 0 HP, 50% chance of being conscious on next turn HT 14: reach 0 HP, 90% chance of being conscious on next turn, 81% on second next turn, 73% on third next turn, 66% on fourth next turn, 59% on fifth next turn, 53% on sixth next turn, 48% on seventh next turn You can cast a lot of spells in half a dozen extra turns! Bill Stoddard |
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I second Bill's recommendation of HT instead of DX for mages. It works out very well overall. And don't forget that extra HT also comes with extra FP.
Additionally, if the fighter knows tactics, he can probably beat the default roll by the orcs by a decent margin. Check out the rules for tactics in MA, it'll let the fighter had out luck to the wizard based upon good tactical decisions. |
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You can then upgrade them to Allies if you decide you like having them around and can promote a good social relationship. Hirelings - never underestimate their usefulness. |
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Really, I just have one word for you. Armor. In our Forgotten Realms in GURPS game, we noticed that our mage/cleric was getting himself stabbed full of holes on a regular basis. Add to this that he was also accident prone and took regular falling/tripping/stumbling damage and we figured it was time for a change. So, when we were awarded a suit of mithral chain, it went right on the mage! Now, between that and his DR 1 robe, he's actually capable of surviving long enough to heal the rest or us. So, really, just spend the cash and get your mage a bit of chain mail. It makes a world of difference.
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I came up with some interesting issue regarding casters. I have looked over my characters. In local GURPS groups campaing from 50 points to 150 points are most common - with hard demand on disadvatages being played and definetly not for free - at some power lovel most players are faced with option to chose there roles carefully. Investing in healing magic is most common but even that "cripples" the character.
My point is short - GM is responsible to choice what peril PC face during session. By my experience alost every local GM is influence by heroic and cinemmatism without realising it. That it self could lead to situations that party faces 2 on 2 situation or 3-3 4-4...Usualy GM do realise that even a good fighter would have hard time fighting two at ones, but they usualy set mooks as "little" weaker then main fighter or in low point games as strong as the non-combat guy. This with gurps realism during fights and healing periods could easily leave group stuck. (As healers have hard time healing themself.) Is there any advice in Dungeon Fantasy - how to pre-set an ramdom encounter? For example situation where fighter and healer travel together. They are faced by 3+ monsters but only one of monsters is a chalange at all, and the its minions are just an extra turn or two to handle. How was this not off-topic. Easily: How to protect casters? - get your GM understand situation better. |
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-Rob |
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Incidentally, about breaking out of the D&D mindset don't assume that your bad guys will be ignoring the Fighter who does 1D8 per round to get to the Wizard who does 6D6 over a 20 ft radius.
Nyx the Barbarian does 4D6+16 with a flail and she tends to aim for the Skull (Targeted Attack naturally). She's also usually under the effect of Great Haste. Aldehar the Incendiary is not to be taken lightly but even with lots of Magery he tends to wound (partly because of Gurps realistic explosion rules) when Nyx auto-kills. Our bad guys tend to try and keep 2 guys on Nyx (difficult) before they even try and get around her to tackle Aldehar. |
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Fred's got a point. Do you go after the Swashbuckler who can feint (at Skill-26!) with one sword and then make a Deceptive blow to the neck with the other, or do you try to get past him to gack the mage who is casting Concussion and Dehydrate-25?
The swashbuckler kills more people, but the mage's Concussion stuns more attackers and keeps them out of the fight long enough for the Swashbuckler to kill them. If the Swashbuckler is dead, it might be possible to overwhelm the mage, but it's hard to kill the Swashbuckler when the mage is dropping Concussions everywhere. |
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Well, once you get to crazy point levels, there are options. For instance, the alpha fighter in my current group is just crazy-go-nuts insane at movement and combat. His vital stats include Basic Speed 10.25, Basic Move 14, Move 11 (Step 2), Extra Attack 2, Weapon Master (Shortsword & Shield), Teamwork (Other PCs), Sense of Duty (Personal companions), and Shortsword-28. Needless to say, when he decides to protect his personal companions, the ability to step 2 yards and the Teamwork perk come into play . . . but his real ability is what his step and Extra Attacks allow on offense: attack, step, attack, step, attack. It's kind of hard for bad guys to get past him, and smart bad guys gang up on him, even if the back-rank guys are hurling supernatural attacks.
And the party does one other thing to protect the soft targets: they put the fighter with ST 30, HP 36, Hard to Kill, Hard to Subdue, High Pain Threshold, Recovery, Very Fit, Teamwork, Gigantism, Two-Handed Sword-25, an iron stove for armor, and a three-yard sword back there. Hey, he can still reach incoming, and it kind of discourages people rushing the back ranks. |
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The common tactic is to keep squishy casters at maximum spell range pummeling the enemy from afar with their nukes while the tank/s (meat shield/s) keep the enemy occupied in the frontlines.
If allowed, you could do a Taunt or similar to provoke them into attacking you (assuming you're the tank). |
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Like I said before, I'm green to GURPS. I have no idea how customizable it is; I'm just thinking loudly.
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In GURPS, there is a range penalty, so the further away the Mage is, the more difficult the Attack roll is going to be...maximum spell range doesn't make a lot of sense. In WoW, you have no penalty to hit up to a certain range and beyond that you can't hit at all. In GURPS, there is no such thing as a Taunt ability. I suppose you could create such power using Mind Control as a base with a bunch of Limitations. Or I suppose you could build the Power with an Affliction (Using Multiplicative Modifiers): Taunt (+180%/-20%): Affliction 1 (Malediction, +150%; Based on Will, +20%; Disadvantage, Obsession: Kill the Wielder of this Power--SC6, +10%; Costs Fatigue 1, -5%; Requires Speech, -10%; Requires Intimidation Roll, -5%) [23]. Notes: You are surrounded with red light as you yell taunts at one particular enemy. With a successful Intimidation roll, you two lock Wills. If you succeed in a Quick Contest you fill him with the Obsession to kill you rather than some other target. 23 points. But here's the thing, that sort of super power strategy won't work for all campaigns. For example, I very often run games with no magic or powers at all. Or yes to magic, but no to powers. Or yes to powers only if you are some sort of mystic...or have some sort of power source where it makes sense for you to have the power. I probably wouldn't let a fighter take the Taunt power unless, I don't know, he had some sort of Pact with some sort of supernatural force. So barring a special power that compels your enemy to fight you...the fighter would have to go with Wait maneuvers...maybe some Techniques like Armed Interdiction...and the Mage might want to be a bit less squishy. |
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All Out Defend, Sacrificial Block or Parry, and Dodge & Retreat for the Wizard.
Cheers QM |
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Mind you, a Taunt can also be done without statting it up. Just gotta be loud enough to make yourself a target and **** off the other guy. That's role-playing. :) |
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Taunt (5 pts) Roll a quick contest of Intimidation or Public Speaking (you must choose when you purchase this advantage) against your opponents Will. If you win, your opponent forgets his other targets and attacks only you for 1d rounds. All the normal Rapier Wit modifiers apply. |
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You just locate the enemy with Invisible Wizard Eye and if they're far enough away and you don't care about fallout you use Teleport other on the nuke. Or if your personal TL is high enough you use Create Antimatter. If the enemy is too close for this you have to put up a Force Dome around yourself first. The important thing about what I've said above si that even though my tongue was definitely in my cheek not a word of it was false. Gurps really is a serious attempt at a univesal game system. Thus it has rules for actual nuclear weapons and magic set at Technology Levels so high that the Create Fuel spell that makes firewood at TL3 (medieval) and gasoline at TL 6 (1880-1940) does make antimatter at TL 11 (the far future, Star Trek more or less). However, it only allows mages to throw really damaging explosive spells if they spend a lot of points on their characters. It will also give fighter PCs in the same campaign the same number of points and the result is usually that fighters rack up amazing body counts too. If a mage told me that he wanted a bunch of zombies to stand between him and his enemies I'd probably tell him to go away and come back when he had a better idea whether they were literal zombies or not. |
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Literal Zombies (they march through fields of fnords perhaps). Or Literate Zombies (found in certain precincts of I.O.U.) Or Littoral Zombies (who live on the beach). |
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Not to mention the litteral zombies, leaving trash wherever they go.
I'm not sure mages would be well protected by some guys standing around singing "Time of the Season". Though maybe "Thunder Kiss '65" would work better. |
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Litter zombies: Bearers for lazy necromancers. |
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Viable? Pros/cons? Wouldn't this bypass Missile Shield & related defenses? |
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Two orcs walk into a room and see an armored warrior and an unarmed old man.
If magic/psi/supers are rare or unknown, wouldn't the sensible tactic be to double team the warrior? Take him out and the geezer's helpless. If magic etc. is common and well known, wouldn't the orcs assume anyone without weapons (in a dangerous situation) is a spellcaster? Wouldn't the sensible tactic then be to retreat and get magical back-up of your own? Also, how well is magic understood by the average orc (or other opponent)? Are they go to say "Spellcaster? So what, My kid brother was a spellcaster, just take a swing at him every second so he can't concentrate and we're fine." or "Spellcaster? He'll turn us into newts!! Run!!" Obviously if these orcs have tangled with the party before, then they would have a better idea of what they were up against. |
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Why would a spellcaster ever go without weapons to a Dungeon? So that he/she can't even parry?
Old men with no armor and no weapons ring the old martial arts master bell more than the caster bell for me :-) |
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So you can still hold Missile or Melee spells, but you can only cast 1 Blocking spell per turn, and it always takes Fatigue. They're better than I thought, but not perfect. |
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The Spell --
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1.) The Ritual. . . . pull pin. 2.) The Invocation . . . "2-4-6 trinitrophenol." 3.) The Casting . . . lob next to target. 4.) The Ducking . . . to avoid being collateral damage. 5.) The Squeegiing . . . to avoid being called a litterbug (or litter zombie.) The Monty Python Holy Hand Grenade of Antioch, of course, uses a different ritual. |
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Teleport Other is superior in that it does not taken penalties for a distant victim and is interfered by fewer classes of obstacles. Now that I think about it, a missile spell delivered by T-O might be exempt from Missile Shield and Reverse Missile for the same reason a gun to the head would, if your GM has made that ruling like I did. |
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