Mages and CQC (close quarters combat)?
That is a question a few players had for me. In a situation where folks start at close range they felt that a mage (Magery 3 limit, no innate attack) would have trouble vs. a weapon master. Or even a turtled tank with stacked armor.
A mage will not have the same amount of points available to put into physical stats that a non-mage would. As this determines Speed, it means the mage has to survive until his turn. This could mean 4 attacks from a dual-wielding weapon master.
And of course there is the fatigue issue...the warrior could be slashing long after the mage has used up his fatigue....
How would one go about making a mage that could fare well in such situations? (We’d be using GURPS Magic and the main rules.)
Thanks!
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