Re: [DF] Talents for the Standard Templates
Quote:
|
Re: [DF] Talents for the Standard Templates
Quote:
One thing I've considered doing to sort-of emulate this is remove the high-skill cost reductions and replace them with a rule similar to what's used for Imbuements: you can take a -5 to skill for each 1 point in energy reduction. And then add on top of that a rule that says when you fail to cast a spell that attempts such a reduction, you lose FP equal to the full energy cost. That would keep them from casting the spells so often. |
Re: [DF] Talents for the Standard Templates
Quote:
GURPS, on the other hand, and this very much includes DF, makes the players of Thief template character spend precious character creation currency on skills to deal with locks and traps. Also, the root cause of the problem is that GURPS Magic is stupid bad designed. |
Re: [DF] Talents for the Standard Templates
Quote:
|
Re: [DF] Talents for the Standard Templates
Quote:
To me it just sounds like b-dog needs to work with enforcing the inherent limitations of Magic - the casting time, the energy cost (and subsequent recovery), and the mana requirements. If you move quickly from sneaking into a base, climbing a wall, picking a lock, then combat the Mage may very well be able to do any of those things with Magic but he will have serious trouble doing all of them with Magic. He will need to pick and choose when he casts spells and when he lets the Thief do the lockpicking or the Barbarian do the fighting. Quote:
|
Re: [DF] Talents for the Standard Templates
Quote:
|
Re: [DF] Talents for the Standard Templates
Quote:
|
Re: [DF] Talents for the Standard Templates
Quote:
The main reason would be so that you can price the skills differently. A spell that mimics the Lockpicking skill need not cost the same as a spell that mimics the Skiing, Knot-Tying, or Leatherworking skills. With Lockpicking, you're always trying to overcome an obstacle placed by another sapient being. That's not true with Leatherworking. Or some spell that mimics, say, the loading part of the Packing skill, that allows you to efficiently Tetrisize loading cargo. And there is a niche-protection aspect as well. A spell that cheaply mimics the Packing or Leatherworking skill doesn't matter much, since no one's dungeon-delving career is based around those skill. It's not someone's defining characteristic, at least not as Dungeon Fantasy handles things. The idea is to put players into roles the GM sees as useful for dungeon-delving. Having Lockmaster is about the same as having a Swordmaster skill that makes the wizard a better swordsman than the group's swordsman. And that's pretty much the only role the spells in Magic don't directly outshine on purpose. |
Re: [DF] Talents for the Standard Templates
Quote:
|
Re: [DF] Talents for the Standard Templates
Quote:
You mention the casting time and the energy requirements, but those aren't different from what the Thief is doing with his skill. In comparison, they're rather generous. Can the Thief pick a lock more quickly than the wizard can in five seconds? The Magelock (Edit: I meant Lockmaster here) spell can be cast from a considerable distance for even a beginning Wizard, while a Thief has to get up close and personal with the lock and all the dangers that entails. That's certainly worth the single energy point (which can be distributed throughout the rest of the party with Lend Energy and Steal Energy). |
| All times are GMT -6. The time now is 04:23 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.