|
|
|
#5 | |
|
Join Date: Jun 2006
|
Quote:
A number of defensive spells are "automatic" in that they will stop any one attack and don't say you need to detect the attack first - Bless for sure, but I really thing you can make a case for Iron Arm or Blink - if you make the spell roll, you avoid the attack, and you don't need a separate roll first to know there is an attack. You might also want to discuss Divert Teleport with your GM. It seems to have a tremendous number of limitations that, say, Ward, a similar Blocking spell, does not. But yeah, GURPS spells are definitely skewed against effective defenses. This is a something common to pretty much every game, and I believe intentional - magic systems are built on the assumption the [players] are going to be using the spells, and "your cool spell fails every time you use it, because there is a cheap and effective defense anyone or anything important enough for you to cast it on would certainly be able to afford" is not much fun, no matter how "realistic" is probably would be.
__________________
-- MA Lloyd |
|
|
|
|
| Thread Tools | |
| Display Modes | |
|
|