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#61 |
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Join Date: Aug 2004
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#62 |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Right, and just add the limitation that it only works where there is mana, and if you hate it being free make it cost some FP if you like. It's not a trivial build but X for free, 2X for some extra time or FP or both, 3X for more, etc. is buildable with GURPS Basic Set.
Is that the goal? You should be able to out-fight technology at any given TL and have it be inexpensive, powerful, and versatile? I can't get behind that at all, so I'll just step aside and let you guys figure out what you want. For me, the kind of thing being talked about should cost a lot of energy to use, or a lot of points. To me, a mage who can fire fireballs that out-do modern weapons is a superhero, and should be built on superheroic point levels.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#63 | ||
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Join Date: Jul 2008
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Quote:
Quote:
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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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#64 |
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Join Date: Sep 2004
Location: Canada
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As you can probably tell from my suggestion of IAs upthread I definitely didn't get the impression Peter was suggesting that a replacement should have all those features.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#65 |
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Join Date: Jul 2008
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Oooh, I think I had a pronoun (the 'this' in the last sentence I quoted) mapped to the wrong thing. That makes sense then!
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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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#66 |
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Join Date: Nov 2009
Location: Oregon
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That's absolutely not the goal. We'd just like magic at higher TLs to not be an inherently losing proposition. There's a big difference between scaling to keep a rough parity with technology, and completely outclassing technology.
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#67 |
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Join Date: Feb 2005
Location: Berkeley, CA
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It's not. Magic is powerful at high TLs in roughly the same way it's powerful at low -- plot-destroying information spells, mind control, buffs, and utility effects. If you make artillery spells useful, you really have to deal with the overpowered stuff in magic.
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#68 |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Yeah, that's what I was trying to say - not saying GURPS would allow all of that to happen at once. At least not inexpensively in terms of points, even if it was a "I can blow up a planet for 0 FP every second!" type of power. Lots of points even if it's cheap in actual play.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev Last edited by Peter V. Dell'Orto; 06-25-2013 at 06:47 PM. |
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#69 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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- I don't think GURPS Magic needs to scale on damage. GURPS Magic mages have a whole lot more much better stuff they can do than inflict damage, and I think that's the real upside to mages with that system. Giving them "keep up with the tech in terms of damage" is something I think is a mistake, based on how powerfully effective I find them with non-damaging powers (which they then augment with slow but IME effective damaging attacks). IMO straight-up non-attack magic in GURPS Magic gets dramatically more effective coupled with high technology and Draw Power, not less effective. I'd rather be the mage with Great Haste and an x-ray laser than just a guy with an x-ray laser. - I don't think you need to do this with GURPS Magic, because you can do it other ways, in a manner that is much more fair in terms of cost to buy the level of effect. GURPS Magic spells are cheap for what they do, and since as I said above I feel what they do is better when combined with tech, I think the way to go is with Innate Attack and Affliction, not scaling the spells. Obviously folks disagree, so I don't see me putting anything productive into the discussion.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#70 |
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Join Date: Sep 2004
Location: Canada
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Although - if you're adverse to Innate Attack, RPM has a pretty darn high damage output built into it. Not surprising, as it's baselined against "Action Hero" TL8 weapons.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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| Tags |
| artillery mages, dungeon fantasy, go boom |
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