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#1 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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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#2 | |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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#3 | |
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Join Date: Aug 2004
Location: Austin, TX
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So you can still hold Missile or Melee spells, but you can only cast 1 Blocking spell per turn, and it always takes Fatigue. They're better than I thought, but not perfect. |
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#4 |
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Join Date: Aug 2004
Location: Canada
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All Out Defend, Sacrificial Block or Parry, and Dodge & Retreat for the Wizard.
Cheers QM
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"All that is necessary for the triumph of evil is that good men do nothing." |
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#5 | |
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Join Date: Sep 2006
Location: Seattle, Washington, USA
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“What all the wise men promised has not happened, and what all the damned fools said would happen has come to pass.” ― William Lamb Melbourne |
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#6 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#7 | |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Every wizard/mage/spellcaster/whatever I've played has been able to handle himself pretty well in melee combat thanks to a passable staff skill. At the very least he can parry once decently before he casts a spell on the guy who's attacking him. Usually a single (I'm assuming not high points) target is pretty easy work for a mage. At least most mages tend to spend a few points on direct attacks and the means to get them to the bad guy (or good guy if your campaign is played that way).
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-safe from the children born as ghosts |
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