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Old 05-25-2024, 09:25 AM   #5
malloyd
 
Join Date: Jun 2006
Default Re: Teleporters

Quote:
Originally Posted by corwyn View Post
Neither of these seem very practical, especially in combat, when I'll need it the most. DT could be as much as -10 to skill; TS has 6 rather niche prereqs and takes 10 seconds to cast. Well, 3 seconds for me with Great Haste, but still.

I think I'm better off with the spells to just take it. Could be as much as 30 damage though. Looks like Resist Pain may be part of my regular buff suite.
Ask your GM how he interprets these attacks relative to Sense Danger. RAW that seems like it should give you at least 1 minute warning of in-porting attackers, plenty of time to get that Teleport Shield up. Admittedly you can't afford to cast it every minute. Spell Shield is faster to cast and seems like it should work, though it only lasts a minute.

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.
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