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Old 11-01-2017, 09:58 PM   #27
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Time to Cast a Spell Question and comabt

Quote:
Originally Posted by Harald387 View Post
I can say from experience that allowing 'cast and blast' with Missile spells doesn't unbalance anything, at least not in GURPS Dungeon Fantasy: while comparing it to a fighter throwing a knife means the knife-thrower loses out, the more accurate comparison is the Scout, who fast-draws two arrows a turn from his Cornucopia Quivers and fires them both for anywhere from 1d+6 to 2d+4 damage each with (usually) much higher skill and better range, no FP cost, and multiple damage options (cutting arrows, bodkins, etc).

Beside that, giving the mage the ability to spend a bunch of FP for a missile spell that he can cast and throw in a single turn is definitely balanced.
My main concern is faster casting of really big missile spells, but now that I think about it, knocking one second off a three second cast, followed by time to aim (because when you're throwing 9+ dice costing 7+ FP downrange you don't want to miss) isn't really going to make a difference. So, I now agree with you.
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