07-24-2013, 09:04 PM | #51 |
Join Date: Dec 2007
|
Re: Rule of 16 - What's the Point?
Of course if we ARE talking about a 500 point magician, then a typical spell will probably be 20 (for the fatigue break) and it will be 25 if it's his particular combat speciality spell. A 16 ain't gonna cut it at close range.
|
07-24-2013, 10:30 PM | #52 |
Join Date: Jul 2005
|
Re: Rule of 16 - What's the Point?
There is a chance if survival.... If you find a way not to go toe to toe with someone who can transmogrify matter... Tactics. Dirty tricks. Diplomacy. Cookies. Whatever.
__________________
Villain's Round Table |
07-24-2013, 10:36 PM | #53 |
Join Date: Dec 2007
|
Re: Rule of 16 - What's the Point?
|
07-24-2013, 10:37 PM | #54 |
Join Date: Mar 2010
|
Re: Rule of 16 - What's the Point?
|
07-24-2013, 10:54 PM | #55 |
Join Date: Dec 2007
|
Re: Rule of 16 - What's the Point?
Oh I'm pretty sure that the poster has less trouble with using will to fight mind control than vitality to fight petrifaction. And of course actual spell shields would remain an option. It would only be a problem for fighters who would be even more outgunned.
|
07-25-2013, 12:27 AM | #56 |
Join Date: Jul 2005
|
Re: Rule of 16 - What's the Point?
Works either way. If the big bad is after the PC, the gm is always going to have to decide how to make it interesting and stay true to the genre. In a gritty game where players have made a number of bad decisions making the big bad upset at them perhaps the gm goes with a midnight raid with the big bad poisoning them in their sleep with a host of magically enhanced determined veteran assassins...backed up by shock troops and the big bad him/ herself personally overseeing the operation... In that case, yes, it may be a seriously deadly game night. In most genres, Including a simulationist, the big bad does not work alone and has enough enemies that he isn't going to deal with every Johnny Snow in person. A Mage of this calibre has better things to do. In many other genres, a wizard who does have to get personally involved may use most of the party as lawn ornaments until the rest of the party can learn or find a wizard who can cast a stone to flesh spell... Note that these are always gm options, regardless of the rule of 16 or resistance rolls, but note how much more serious the group will take the big bad wizard if you make it clear that no one who has faced the big bad has survived flesh intact...and the gm mentions in the same breath oh btw the gm doesn't use the rule of 16 or even use resistance rolls
__________________
Villain's Round Table |
07-25-2013, 12:51 AM | #57 | |
Join Date: Dec 2007
|
Re: Rule of 16 - What's the Point?
Quote:
|
|
07-25-2013, 04:01 AM | #58 | |
Join Date: Mar 2013
|
Re: Rule of 16 - What's the Point?
Quote:
However, the resistance roll is the single thing that even Cosmic can't take away. A resistance roll is highly ingrained in GURPS, even if the Rule of 16 is taken away (a mere +100% enhancement).
__________________
A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
|
07-25-2013, 06:59 AM | #59 | ||
Join Date: Jul 2005
|
Re: Rule of 16 - What's the Point?
Quote:
Quote:
__________________
Villain's Round Table |
||
07-25-2013, 08:00 AM | #60 |
Join Date: Jan 2010
|
Re: Rule of 16 - What's the Point?
|
Tags |
rule of 16 |
|
|