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#51 |
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Join Date: Feb 2011
Location: Cambridge, MA
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We were talking about Lightning Stare, Breathe Fire, and the like, which are Regular spells but don't take range penalties (since the caster is the presumptive "target"). The whole reason I brought them up is that you attack with those spells as you cast them, so if you have skill 20 (they have a 2 second casting time) you can make an attack every second.
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#52 | |
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Join Date: May 2008
Location: CA
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I also disagree that most DF wizards will invest so much more in Magery/IQ that they'd be able to take spell skills to level 20 with only 2 or 4 CP. Still, even if they did, even a bare-minimum, unmodified 5-point Innate Attack is better than what you get from Lightning Stare/Fireball/anything else. This is because the base magic system sucks, especially for direct-damage spells. |
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#53 | |
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Join Date: Oct 2004
Location: Yorkshire, UK
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Quote:
Strictly, Breathe Fire, etc (Flame Jet is a clearly example), as Regular Spells should suffer the -1/yard range penalty to the Spell Skill roll. However, Flame Jet explicitly says to treat it as a Hand Weapon with a Range = 1x points of energy, which makes it more like a Melee Spell, except that has a different meaning. Lightning Stare has a Range of 2x points of energy, does than mean you should take -2 penalty per point of energy, or do you only apply the actual range to the target? Flame Jet can be maintained, so you can't really charge a penalty for the range to the 'attacked-target' since the target can change between turns, and you use an Innate Attack Skill roll to hit the target, and since the caster wields the Flamejet like a hand weapon it does lend credence to the caster being the target. I wouldn't apply any range penalty when casting this kind of spell, since I'd agree with the caster being the target of the spell; the person taking injury is the subject of the Innate Attack skill roll to hit! - but its at best ambigious as written! |
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#54 |
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Join Date: Oct 2010
Location: earth....I think.
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spell classification is described before the spell list in GURPS MAGIC. regular spell have range 1/2D 10 MAX 100, uses the -1/yd penalty for range, and a few other things I just forgot. so if the spell is listed as a "regular spell" (which can be found at the spell list table or even next to the spells name in it description) then it suffers from the range penalty of -1/yd.
edit:: also note that some spells rewrite their own rules and those rules take priority over the others for said spell. |
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#55 | |
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Join Date: Feb 2011
Location: Cambridge, MA
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I once made a wizard with a 30 Lightning skill and the Psychic Guidance perk. He regularly shot enemies in the eye with a 4d (no FP) Lightning Bolt! Granted, he was a 400 point character...but he also had about 100 other spells, all at at least skill 25! I couldn't have made him nearly as powerful with innate attacks... |
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#56 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#57 |
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Join Date: Nov 2009
Location: Oregon
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It's an example of how skill-based Magic encourages PCs to invest unwholesome amounts of points into IQ and Magery. I wouldn't say it's necessarily broken, but it's certainly not a character build that I'm very comfortable with. Magic-as-Powers feels more scalable than skill-based - useful and balanced at most point levels.
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#58 | |
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Join Date: May 2008
Location: CA
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Quote:
Further, you could get a 4d burning attack with no modifiers for 20 points - about the same number of points needed to go from skill 25 to skill 30, and it'll wind up being both longer-ranged and generally more useful than Lightning Stare. The base magic system quite simply sucks, especially if you need to have skill 25-30 before it's in any way useful. |
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#59 |
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Join Date: Dec 2007
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#60 |
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Join Date: Nov 2009
Location: Oregon
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| Tags |
| dungeon fantasy, thaumatology |
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