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#11 | ||||
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Join Date: Jan 2006
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#12 | |
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Join Date: Jul 2008
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It's an out-and-out canonical 'shoot a thing every turn' option. And I do mean 'shoot a thing', as it ~never misses the target. If you want other forms of every turn shot, you could just mix up variants of that.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#13 |
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Join Date: May 2011
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I was just about to post something about Magical Bolt. It is reliable and has RoF 1, and does fairly minor damage. It is perfect for fights with mooks, and fills a niche that the big missile spells don't. You trade power for speed.
My only beef with Magical Bolt is that it isn't on the main template. It seems designed for low-power enemies, so it is a reasonable thing for a more novice Mage to have, as opposed to being something to "level-up" to get. The advantage proposals at the beginning of the thread are pretty cool, too. I'd split the difference on Kromm's version, and offer it at 2% per level, since the flexibility is likely to be something that gets used less often with more experience. I like the idea of offering some sort of "Fast-Draw" for missile spells, but I feel like the penalty to skill ought to be steeper so that it isn't a go to in every fight. The guy with the rocket launcher just shouldn't be whipping it out so quickly every single time, and a 6d lightning attack feels a lot like a rocket launcher to me. |
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#14 | |
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Join Date: Jan 2006
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How about limiting the missiles to Magery/2, round down? Goes with the whole "rushed" theme, and keeps the damage in the same range Scouts of similar point total. |
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#15 |
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Join Date: May 2011
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That might be better, and it brings damage down to the sort of lower level I'd hope for with spells dashed off quickly. The way I like to see it framed is that Wizards either do devastating damage or they plink more rapidly, and halving Magery goes toward that.
Consistency with WM and HA is a laudable goal, too. If everyone is facing a -3, maybe that is the way to go. Since range penalties are also likely to be a factor, maybe it is enough. I think there is a place for both versions of this advantage. Kromm's version offers an array of customization that is cool, while the martini version offers a way to avoid the issue of Wizards getting a spell ready about a second too late to join the fight. The frantic pace of most minor fights is where I see the real problem, and I am not sure I have seen a solution that I feel especially drawn to use. |
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#16 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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My solution is and has always been to have everybody start out equally in need of prep. Warriors have to draw weapons, ready shields, and close the gap; that takes a turn or two. In the same turn or two, wizards are casting and chucking their Missile spells. The problem arises when you let warriors run around with ready weapons all the time and/or have all fights start at step distance. In my former fantasy campaign, things like a magic sword dropped in the fires of Hell because the PC blew an Acrobatics roll to go from A to B, and major reaction penalties when the PCs weren't sure if the next encounter would be friend or foe, put a stop to carrying weapons in hand. And I've always started combats at 15 yards or so except in surprise situations.
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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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#17 | |
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Join Date: Apr 2013
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#18 |
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Join Date: Nov 2006
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What I see is the difference between AD&D Wizards and GURPS Wizards is the balance of power between them and fighters. In GURPS fighters can inflict huge damage every turn while in AD&D fighters did damage by weapon type plus some bonuses thus they did not get to be insta kill PCs like they are in GURPS. Plus monsters had high hit points if they were powerful so fighters in AD&D needed to hack away to kill powerful monsters which in GURPS they can kill them in one shot. The Wizard in AD&D had limited spells but if the Wizard was high level he could nuke a powerful monster while an AD&D fighter would have to steadily hack away if he wanted to kill the same monster. In GURPS this is reversed because fighters can kill powerful monsters easily due to hit locations, ST bonuses and other modifiers. A GURPS Wizard can cast a lot of little spells endlessly helping to undermine the dungeon setting but in combat they aren't able be the gamechanger because it takes a long time to cast powerful spells and because monsters in DF have low Hit Points fighters can take down powerful monsters quickly enough that they do not have wait for a wizard to blast the powerful monster with a missile spell. So the Wizard is reduced to non combat and to casting Information spells endlessly because they can cast them with little energy and thus become a pain in the a $$ for the Dungeon Master trying to keep the dungeon mysterious and exciting.
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#19 |
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Join Date: May 2011
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This is good advice, but most fighter type characters in our game have Fast-Draw. Wizards don't have as easy and obvious a way to shorten the interval between attacks. Further, though warriors may need to draw and close, Wizards need to cast and attack and cast and attack again. The prep a Wizard does will have to be repeated. Archers face this, too, but there are obvious mechanisms in DF to overcome the delay faced by an archer.
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#20 |
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Banned
Join Date: Oct 2007
Location: Europe
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| Tags |
| artillery mages, dungeon fantasy, go boom |
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