|
|
|
#11 | ||
|
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Quote:
If we're moving the discussion to fantasy knights and fantasy spear-wielding peasants, then fantasy wizards will come up . . . and their skill with spells isn't even close to as important as their energy for powering spells. All of my worst mistakes as a GM of players of spellcasters were in that realm. The thing that keeps people from just throwing dozens of save-or-lose spells isn't resistance (which has a cap) or even time, really, but the lack of hundreds of energy points. The usual proof is that when I've offered magical wishes that could grant 20 points of any one thing (not complex builds or combos), I've had many a spellcaster opt to waste 2 points and get +6 to their Energy Reserve [18], but nobody take +5 to their favorite spell [20], because a recharging reserve of 6 energy for all spells is so vastly more useful than -1 to cost and half time with one specific spell. Quote:
Of course, this burdens the GM with the duty of remembering all that stuff. Or just reading that the dragon has, on top of DR 20, Nictitating Membrane 20 that makes the eye poke kind of pointless. A lot of GMs run everything like a human with human vulnerabilities, in which case skill is indeed decisive.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
||
|
|
|
| Tags |
| combat, optimisation |
|
|