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#51 | |||
Join Date: Nov 2004
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#52 | |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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I also question if create fire is the best use for 100 energy points. You said that you don't think communication is all that great, but: with 100 energy, you could have a "conference call" of 25 people, and have that maintained indefinitely. That's an absolutely massive amount of command and control that you can maintain. 100 spectators can sustain this comms system for 6 minutes and then be swapped out by fresh spectators who will continue maintaining until they have to be swapped out. While not maintaining, your spectators rest: they need an hour or 30 minutes if they're fit. With 1000 spectarors(500 if they're fit), you should be able to indefinitely maintain a 25 person telepathy session or zoom call. With a handful of powerful mages, you could set up a pretty impressive network of communication.
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Hydration is key |
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#53 | |
Join Date: Aug 2007
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Create/Shape Fire jsut got used as an example because it's one of the simplest possible examples. A Mage only needs to know 3 Spells to do it and one of those is the Ignite Fire that anyone who's ever struck flint & Steel wishes they knew and Create Fire is good for making roaring campfires that use no fuel. By contrast, Telepathy is (VH) has a prereq chain 6 spells deep and every attempt made to add another person the conversation is going to add a -1 to the new Casting roll for "Spells already on". I wouldn't do all that to set upa committee meeting. The one way only nature of most of the other candidate Spells is probably onsidered a feature rather than a bug by the commanding General. :) Setting up huge amount sof Comand Control is for people whose meme is "War Is Like Chess!" meaning they think it's a game of move and counter-move by the commanders. My meme for this situation is "Amateurs Study Tactics, Professionals Study Logistics.". meaning you train and equip your troops properly, you get them to the right place at the right time with all the stuff they need and then you get out of their way and let them doi their jobs. Long range intelligence gathering and timely conveyance of that back to HQ would certainly be critical but there are a lot of ways for Magic to do that and they wouldn't technically be "on" the battlefield.
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Fred Brackin |
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#54 | |||
Join Date: Nov 2004
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#55 | |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavík, Iceland
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#56 | |
Join Date: Aug 2004
Location: Pioneer Valley
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This isn't necessarily the case. I don't need my communications mage to "raise magical power." I don't need my healers to do that, at least not before triage and cleanup. I don't need the wizard controlling three hawks giving visual intel to do that. I don't need the wizard tasked to counterspelling to do that. Even with 1:1000, we're not talking armies of Napoleonic size here: I might not have wizards capable of laying down mass damage on the enemy, and if I do, I might not be inclined to show my hand at the very beginning of the engagement. Beyond that, if ceremonial casting is a known feature, I have every incentive in the world to practice battlefield deception. Let's deck out one of my gallopers -- preferably with a very loud voice -- to go stand over on that hillock, wearing fancy glittery robes, and wave and jump up and down, surrounded by a hundred camp followers loudly chanting nonsense syllables. (Heck, why just one? I'll do that on the left and right wings of my battle line.)
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#57 | |
Join Date: Aug 2007
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If so, armor is twice as effective against Rain of Fire because it won't be halved the way it would be against Large Area Injury. Armor DR would be halved for being in a Fire Hex. There are the environmental ahzards as well. You'd need to be casting Rain of fire at 2x cost to get a probable damage advantage over Create Fire and that negates Rain of Fire's energy cost advantage. Rain of Fire would also take a -1 to cast per yard to the edge of the Area. You won't be casting it 600 yards away. Puting 100 pts into a Summon or Create Elemental is probably a very bad idea even if you have 100pts to put into a Control Elemental. Control Elemental is a Resisted Spell and the elemental uses the better of its' IQ or ST. The ST of a 1000 pt Elemental (500 pts for a Created one) is probably quite high. Create does give you 1 hour of obedient service but then you're rolling Skill v. IQ+ST every hour and if've you've given the elemental a taste for destruction what it does when it wins that contest could be Very Bad. Summon Elemental requires a Reaction Roil and if you're planning on using an Influence Skill you'll need the probably rare Advantage of Spirit Empathy. The GM will also very likely rule that Elemntals are one of those creatures where your Appearance bonuses don't apply. It might be that nothing but Charisma applies. Maybe you can skate by with Created Elementals but if you want to depend on using the last minute of "obedient servitude" to dismiss theElemental your character should probably have Absolute Time Sense. :) Also, realy, really check _everything_ with your GM (probably in the person of your Character's teacher). If you're counting on using that last minute on that Created Elemental you may not want to count on commanding him to "return to your native place". a Created elemental could say "But Master! I was born right here before you!". I think you'll want to be sure about the existence of an Elemental Plane and even a Created Elemental's ability to automatically travel there not to return unless Summoned. If things do work that way the Elemental Plane could fill up with 500 pt Elementals who were Created but who no human can reliably Control. :) Not a fan of this plan. If you really really want a summonable supernatural creature put that Enhancement on an Ally. It may be the only safe way.
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Fred Brackin |
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#58 | |||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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wizard eye is an interesting spell. its 4 to cast and 2 to maintain... which becomes 3 to cast and 1 to maintain if you know it at 15. It gives instant communication, but only to the wizard who cast it, and it has move 10. Maintaining it per minute requires a lot of energy... but not an insane amount, though that is dependent on battle length. It can fly, so you can put it up in the sky for a good view. Knowing it at 20 makes it maintainable indefinitely, but the ability to get skill 20 in a spell requires certain setting assumptions. Quote:
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So if I WANT battles to devolve into armies (or shall I say worshipers) summoning as many demons, angels, Valkyries, divine avatars, and so forth as they can, I know what number to tweak. Long term issues with too many old elementals sounds like exactly the sort of problem you ignore in favor of winning the war right now and hope you can sort it out later. ************************* I also looked into Zombies. There is pretty much no limit there, other than enemy necromancers showing up and stealing your troops. In which case you have this weird race to the top as people just buy control zombie higher and higher and higher. Also, on a battlefield full of masses of flame, spontaneous walls, and Giant elementals, I'm not 100% sure what useful purpose hordes of undead footsoldiers are going to do.
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#59 | |
Join Date: Jun 2013
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And, of course, those summons who do survive and escape control can make for good adventure seeds.
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GURPS Overhaul |
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#60 | |
Join Date: Aug 2007
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Using Shape Fire to move a Created Fire is a different thing. I know of no particular limit on moving with Shape Fire but I would impoise one at line of sight. I don't remember any discussion about limits on moving Created Fires with Shape. MNaintainign the Create means it needs no fuel and Fire is nearly weightless so I'm not seeing huge reasons why you couldn't move it straight up. It'd still be limited to Move 5 so it's not much oif a threat to flyers. As mentioend earlier I'd ahve you lose control if you sent over the top of the wall and lsot line of sight. Summoning/Creating/Controlling Eleemntals has the advantage over Summooning Demons is that Elementals will sometimes be neutral or maybe even friendly. If they stay on their Elemental Plane even large numbers of 500 pt Elementals might nt be a problem. There isn't always an Elemental Plane though. In pre-Gurps versiosn of The Fantasy Trip Eleemntals stayed in remote parts of the Material Plane appropriate to the Element. If Elementals in your world do that there may not be enough active volcanos for all the 500 pt Fire Elementals and things could get rough if they have a housing crisis. Demons will always be malicious and always cause trouble if you lose control. <shrug>Maybe you're an Evil Chaos-worhipper and _want_ to spread death and destruction. Those are the only people who can be sure of getting what they want out of Summoned Demons (unless the Demons kill them too). The only thing dumber than Summoning Demons is Summoning Things Man Was Not Meant To Know but i don't know of any particular number to tweak if you want dumb people to Summon stuff that they can't control..If you want Summoned supernaturals to be securely controllable you'll have to re-write the rules about their control. Raising Zombies, Skeletons and even Mummies is almost benign in comparison unless you do it on an industrial scale for a long time. That tends to make the local Mana Death-aspected but maybe you're alread a Lich and don't mind that. Living Necromancers will rapidly be pushed in that direction.
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Fred Brackin |
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magic, mass combat, tech level |
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