06-08-2012, 05:33 AM | #31 |
Join Date: Mar 2010
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Re: [Magic] Great Balls of Fire (that can't hit anything)
Allow me to ask the stupid question: Have you talked with your GM about this?
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06-08-2012, 05:34 AM | #32 | |
Join Date: Aug 2004
Location: U.K.
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Re: [Magic] Great Balls of Fire (that can't hit anything)
A stat that's been bought up to 12 isn't a dump stat. It's quite adequate in most games. Getting your Innate Attack skill up to 14 then costs a whole 4 points - hardly a heavy investment.
If you want it even higher than that, because you just can't bear the idea of missing with your fireballs even when shooting at serious ranges - well, you're playing a notably combat-obsessed wizard. Dropping more points into a combat skill is hardly unreasonable. But you're going to hit worse problems than having to buy that skill up a bit; you're pumping FP into those fireballs, which will wear you down rapidly, while the fighter types who are relying on boring old bows and stuff can keep going for hours. Wizards aren't fighters. Trying to play at being fighters is a losing game for them in GURPS. Fortunately, there's other stuff they can do. Lots of other stuff. Quote:
Standard Basic-Set GURPS doesn't make it easy to play a wizard sniper, to be sure. But I'd suggest that in that sort of game you want a meat shield with a heavy crossbow, while the wizard uses information spells to set things up to perfection. GURPS is rather a simulationist game at heart. Having to invoke GM fiat to emulate a commonplace genre trope is deprecated.
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06-08-2012, 05:41 AM | #33 | |
Join Date: Apr 2008
Location: New Hampshire
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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Continuing discussion seems to revolve around why I shouldn't want to do what I want to do in the first place.. That it is unreasonable of me to expect a mage to be able to hit with his offensive ranged spells. Go figure. |
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06-08-2012, 05:47 AM | #34 | |
Join Date: Aug 2005
Location: Denmark
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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So yes, ok, forget about DF and lets go back to look at your original problem (as I understand it, and me paraphrasing). 1) "it doesn't make sense that a mage should spend so many hours practising the act of hitting with a spell". 2) "hitting with a spell should be mental, not physical, or at the very least influence d by magical capabilities". 3) "a mage should be able to do more". ---- 1) I don't agree with this assumption. First off nowhere in the chapter about skills does it indicate that X amount of points in a skill= Y time spend training that skill. Points in a skill can represent innate ability just as much as training and experience. I am aware of the rules for Improvement through study but that doesn't mean the other is true. So having 16 pts in Innate attack simply means the wizard is really good at hitting stuff with magical spells. It doesn't mean anything else. Point-value are at best an abstract notion and doesn't really translate into anything ingame. Ie. you don't have to worry about it, if you want him to be good at it, you do not have to reason why. But even if you do make this assumption then IMO it makes perfectly sense that the wizard should spend so much time practising. After all wanting a skill of 15 is wanting a skill at expert level. The mage want to be battle ready. And just like any other soldier he needs to train. It's no different from a modern soldier training to hit with his rifle. A soldiers job is a lot more than hitting target just as a mage's is, but if he want to be good at that aspect, he need to train it. 2) This one I get but that simply isn't how GURPS sees things. The obvious reason is that the skill is a DX skill and not an IQ skill. But you can also see it in the way missile spells work. A lightning bolt isn't "lightning shoots from the fingers" and a firebolt doesn't shoot "from the hand". No, the magic missile-spells materialise an object held in your hand that can be enlarged, dropped accidental or thrown physically. This is how the old basic magic system is set up. That's also why you can aim it, why lightning bolt has a better Acc than firebolt and why, as mentioned, you can drop it accidental onto your feet. I can understand a want to have it be a mental exercise and noone is stopping you from changing innate attack to an IQ-based skill. I am just explaining why, as it is, it is a DX-skill. Also note that the books say that "DX-based skills rely on coordination, reflexes, and steady hands". Which to me sounds like the right fit for "hitting with spells". 3) OK ritual magic is even more generalistic than the normal magic system. So I think my original point still holds. You want to be both a generalist and a blaster without paying for both. If all the mage does is put on a good light show then it sounds like he only have Continual light as a spell. What is he doing since you feel he isn't doing something wothwhile? After all, most of the spells doesn't require you to hit with them. Direct damage spells are really the most crude and simple way a mage can affect a battle IMO. And btw. regarding PM and Magery. Magery already acts as a power-talent as it gives a +1 TO ALL SPELLS! And no, spells might not get a -10% discount for being magical, but then, they are so dirt-cheap anyway, costing only 1 point for a whole new power! As I said above you could change it so Magery also adds to the to hit but IMO it's unbalancing because Magery already helps so much for magic missiles. First it allow them to cast the spell itself better, then it helps to reduce the FP cost of it and finally it increase the maximum damage of the spell. So also wanting it to help with hitting the target for a simply 10 pts advantage seems to me to be a bit much. Its like requiring that ST also help you hit with a sword. So just to repeat myself once again. I understand where your coming from, wanting magery and IQ to play a role in hitting with magical spells, but the way GURSP is set up I think it would be unbalancing to allow that. |
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06-08-2012, 05:54 AM | #35 | |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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Its not that its unreasonable for a mage to hit with their offensive spells, but more than its more reasonable for a skilled or dexterous (or both) mage to find it easier than one who's only ever read books and happens to be particularly gifted at casting spells. Due to the nature of missile spells needing to be thrown it relies on physical traits and is no longer in the domain of just needing to successfully casting the spell. Its like complaining a mage needs disproportionately high ST (for a 'mage') to be able to carry all their books and wear armour because magery is hindered by encumbrance and requires grimoires. Although you'd be right that high ST is required to perform that, the system is purposefully designed so that you have to invest in those things if you want to excel at the things the system doesn't deem innate to just casting. Basic GURPS just assumes that wizards are not snipers nor blasters and shouldn't be casting spells like that without tailoring themselves to those ends - nothing stops you doing it, but its not a free meal ticket to do so.
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06-08-2012, 05:58 AM | #36 | ||||||
Join Date: Apr 2008
Location: New Hampshire
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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As the character has been transported to another world, in which the rules of magic seem to be different (I suspect threshold magic, but have not confirmed), I've so far been very fickle. But I find myself in a situation which could greatly benefit from the application of well placed fireballs at a range of 17 yards. With a skill of 13, and a penalty of -6 for range, and an Acc of 1, I'm feeling a little useless as the party's best chance of dealing with the threat quickly. Quote:
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Add to that, that I'm not using normal spell magic, and you have a problem. I can't simply raise my favorite spell to 20 because it's all off of techniques, using Ritual Magic. If I find myself within short range of a hostile, then perhaps a regular spell will be worth trying. At range, however, I'm beginning to look less like a threat and more like a potential pincussion. Quote:
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06-08-2012, 06:00 AM | #37 | |
Join Date: Aug 2005
Location: Denmark
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Re: [Magic] Great Balls of Fire (that can't hit anything)
Wow this thread moves fast and I write slow (and too much).
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It's not unreasonable to expect a mage to hit with magical spells, but it is a bit unreasonable to expect him to be good at everything without paying the points for it. As others have pointed out, the GURPS Magic system simply isn't built for modern Computer-game or D&D inspired mages. The GURPS magic system is much more for the subtle mage, the magic of Gandalf, Morgana, Merlin and Queen Bavmorda. The magic of the 70's and 80's. The idea of blaster-mages is newer and not something GURPS Magic is suitable for because that's not what it was designed for. That's where Power-based magic is appropriate. So, wanting to be a blaster-mage in a system not designed for it, isn't easy. It require you design your character around it. Personally I suggest you buy the Jet-spells, as they are Regular, not Magic Missile spells. |
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06-08-2012, 06:09 AM | #38 | |
Join Date: Apr 2008
Location: New Hampshire
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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Is is like leaning to the side and twisting your arm when you're watching a bowling ball roll down the lane? Looks funny but means nothing? |
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06-08-2012, 06:10 AM | #39 | |
Join Date: Apr 2008
Location: New Hampshire
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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And please understand.. I haven't been looking for a Blaster Mage.. I've been looking for a way to be effective in the role I've found myself in. |
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06-08-2012, 06:18 AM | #40 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [Magic] Great Balls of Fire (that can't hit anything)
Actually, I think it's more like firing a pistol, except the hand position might be different. Or Pyro in the second X-Men movie.
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Tags |
dungeon fantasy, fantasy, innate attack, magery, magic, talent |
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