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#1 |
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Join Date: Jan 2006
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OK, I lied, I am a little interested in this, and I have an issue: the way that is designed gives big piles of options that can be chosen anew every time a spell is cast. Requires a lot of player and GM discipline to keep the game running fast.
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#2 |
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Join Date: May 2013
Location: Ellicott City, MD
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"Until further notice, every missile I cast is [insert modifier here]" saves a good bit of time, and works for most situations. Just remember to say you're NOT doing explosive when you try to snipe the gnoll in your archer's face.
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#3 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
This trait gives wizards a little more choice in combat. Yes, they already get to choose spells, but in practice they fall back on a few of those. I imagine that they would do the same with this advantage: settle on favorite enhancement bundles. However, spells crossed with enhancements could at least make combat less boring for mages. I personally think that "toss a blast of energy every turn" is terribly boring, which is why I'm not in love with an approach that goes in that direction.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#4 | ||||
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Join Date: Jan 2006
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#5 |
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Banned
Join Date: Oct 2007
Location: Europe
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Pre-calculate. It's a GURPS tradition.
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#6 |
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Join Date: Nov 2008
Location: Yukon, OK
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Yep.
I like Kromms idea and can see it as a style perk. I can see the plinking niche too though and also something like Heroic Archer and Zen Archery for spells. Mix it all together on enough points and you have some versatile and powerful artillery mages. For plinking how about this. Aetheric Dart Missile Spell Cost 1 Acc 3 Damage 1d-2 This spell creates a small missile that does impaling damage. The energy responds particularly well to Will and the attack roll is based off IQ rather then DX. It can be held and charged up like other missile spells but instead of increasing the power the accuracy is increased by 3 per turn to a max of ACC = Magery *3. Cost increases 1 per turn charged just like other missile spells. The spell can be cast as a Blocking spell for 1 extra energy cost. The Blocking part may be overpowered but we already have spells that can be an attack set up as Blocking spells so the precedent is there. This gives a mage a good 0 cost plink spell at skill 15 and a nice Fast Draw type when needed but you need skill 20 to use it that way for free. And give it some time and you have a very accurate long range attack.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 |
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Join Date: May 2005
Location: Lynn, MA
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If you want to spend points on a "pew pew" mage...
Compartmentalized Mind (Magic PM, -10%; No Mental Separation, -20%; Missile Spells only, -30%) [20] You can then throw a 1(M) point missile every turn, or a 3(M) point missile every other turn. |
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| Tags |
| artillery mages, dungeon fantasy, go boom |
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