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Old 06-29-2011, 12:37 PM   #51
rosignol
 
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Join Date: Sep 2006
Location: Seattle, Washington, USA
Default Re: Martial Arts for Wizards

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Originally Posted by Agramer View Post
You could use Create Gate or Teleport other in conjunction with Judo to "throw" them "somewhere fun" ...
Usually, the best destination is '100 yards directly above Mook #2'. Although making the GM repeatedly calculate falling damage might cost you some GM's Grace points...
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Old 06-29-2011, 11:23 PM   #52
Novembermike
 
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Default Re: Martial Arts for Wizards

I think it's a bad idea to really bring spells into this system. We don't know if the wizard is a glorified airplane, special agent who can turn invisible and see in the dark or a piece of artillery that can bring a castle wall down.
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Old 06-30-2011, 02:25 AM   #53
chris1982
 
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Default Re: Martial Arts for Wizards

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Originally Posted by Novembermike View Post
I think it's a bad idea to really bring spells into this system. We don't know if the wizard is a glorified airplane, special agent who can turn invisible and see in the dark or a piece of artillery that can bring a castle wall down.
Well ofc a MA system should be fitting to the individual. One style fits all is tough.
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