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#31 | |||||
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Join Date: Oct 2004
Location: Yorkshire, UK
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A simple tweak to make Missile Spells virtually the same as an Innate-Attack Power; don't roll for the Missle Spell itself (perhaps limited to those with Spell Skill 15 or 16+, very likely for any serious wizard); then you have the same as the Advantage - Take your time, spend the FP, Roll an Innate attack Skill roll To Hit - Easy! Quote:
The 'choice' issue is only really a new player issue - which applies to more than just the spell system, and to most rules systems of any complexity. Once a player is familiar with the Spell rules, the 'choices' becomes the big plus side, and the reason to play a Wizard, for a couple of points in a couple of spells the wizard can get new abilities and powers; something which cannot easily be replicated with the advantage based magic mechanism. Quote:
Building Magic Advantages requires searching the advantages in Basic: Characters, probably Powers (that's at least 2 books) for the right Advantage, Enhancements and Limitations. How do you create a Fireball - hmm, what advantage is that? Once you get the simple answer, most attacks are Innate Attack (that's easy, once you know) - Fireball is a Burning Attack. What about Lightning? not immediately obvious what sort of attack that is. What about a Wall of Stone? There is not Wall Advantage; oh it's Innate Attack, really? OK - Fine once you know. Amusingly for this comparison, there is no Wall of Stone Spell in Magic - ah well, just shows neither system is perfect. Once a player gets the basic layout and hang of the Spell system, they can look through the Magic book themselves; something which is not likely to occur with the Advantage based Magic - the GM is going to have to build all options! |
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#32 | |
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Join Date: Nov 2009
Location: Oregon
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But really, this thread has drifted pretty far from the OP. His initial question was about how to make a Wizard spell list akin to the Dungeon Saints' miracles - ie, a Powers-based approach to magic. A debate about the relative merits of Powers vs Skills magic has its place, but I think it's run its course in this thread. |
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#33 | ||
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Join Date: Oct 2004
Location: Yorkshire, UK
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Remove the Option Paralysis from standard Magic by using Magical Styles, or simply hiding the Spell Prerequisites from the player for those less useful spells; would be a valid solution to the OP's problems, and would maintain the 'feel of the normal DF Wizard' and would not lose the utility of a DF Wizard. I think the discussion is moot because the OP has settle on his Advantage-based Alternate abilities spell selection for this particular game. |
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#34 | |
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Join Date: Sep 2004
Location: Canada
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Weird Dependencies ie prerequisites are easily dealt with, we've established that - and tends to scrape out Option Paralysis with it. Casting Times are not easily dealt with (nor general combat effectiveness, which seems to be part of the idea here).
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#35 | |
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Join Date: Oct 2004
Location: Yorkshire, UK
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So 'Air Burst 3' and 'Fireball 4' have a 'Casting Time' of 2 seconds, but the other Attack powers have a 'casting time' of 1 second. Where is the real difference? The Magic as Skills system is not entirely painless, nor is it perfect; but neither is an Advantage based Powers system. I does come down to personal preferences. I do think that some people are seeing or even 'creating' issues which aren't really there. |
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#36 |
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Join Date: Aug 2004
Location: Austin, TX
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The Lightning Bolt spell was supposed to take extra time, in order to mimic the feel of standard GURPS Magic, and also to better seperate the Wizard from the Scout in terms of ranged damage dealing.
I figured it didn't hurt to let the wizard have 1 quick combat spell for melee emergencies, hence, Icy Touch. |
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#37 |
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Join Date: Feb 2011
Location: Cambridge, MA
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Normally, casting times in the standard magic system can be reduced with high skill. Missile spells, however, are an exception to this: it takes a second to cast and a second to throw.
However, the little known spells Breathe Fire, Lightning Stare, Icy Breath, Breathe Steam and Spit Acid are direct damage spells that take effect immediately. They have a 2 second casting time, but with 20 skill the time is reduced to 1 second. So one solution for the "direct damage" type wizard is to specialize in one of these spells, raising skill to 20, enabling an attack every turn at short to mid range. I recommend Lightning Stare for the armor-bypassing and stun effects... |
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#38 | |
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Join Date: May 2008
Location: CA
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#39 |
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Banned
Join Date: Oct 2007
Location: Europe
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#40 |
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Join Date: Nov 2009
Location: Oregon
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It's actually not an AA. The cost is kept down by the base damage being quite low, but it's a Cosmic attack that ignores armor and always hits its mark (unless they Dodge.) I've contemplated allowing such Innate Attacks as Alternates to a wizard's Magery, but folks around here didn't like the thought of Magery being "switchable" like that.
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| Tags |
| dungeon fantasy, thaumatology |
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