03-01-2007, 09:11 AM | #31 |
Join Date: Jun 2005
Location: Austin, TX
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Re: Un-nerfed Mages
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger..." (LOTR) unless there are 10,000 Orks sieging the city. :) In my campaign, more experienced mages are like demigods. During the empire age of man, they held the line of Orkish advance.
Clever use of spells and uber spell combos just don't go far enough in this case. Mages lack the raw horsepower I'm looking for in GURPS. (This is not an attack on GURPS, just an observation.) GURPS is more concerned about balance.. Hmm.. Perhaps I should simply change my backdrop a little. Perhaps it was several mages who worked together to cast larger spells. I.e. As an example, Great Healing costs 20 points to cast. Obviously it would take some powerstones or mages working together to make that happen. Perhaps several mages need to work together to cast a mega fireball.. Again, thanks for your help.
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03-01-2007, 09:20 AM | #32 | |
Join Date: Feb 2005
Location: Psionic Ward
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Re: Un-nerfed Mages
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03-01-2007, 09:37 AM | #33 | |
Join Date: Jun 2005
Location: Austin, TX
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Re: Un-nerfed Mages
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I really think that S John's unlimited mana may be the way to go. It's exactly the game effect I'm looking for. I just don't want to worry about tracking the recovery of points.
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03-01-2007, 09:54 AM | #34 |
Join Date: Jul 2004
Location: Austin
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Re: Un-nerfed Mages
In my Banestorm campaign, I use the "Influencing Success Rolls" optional rules on p.347, and am generous with the CP rewards. As a result, the mages in the group can cast the most exhausting spell possible, spend the point(s) to upgrade the roll to a critical success, and do it all over again next turn -- for as long as their CP stash holds out.
It's a solution that wouldn't work for everyone, but it's an idea, and it definately makes the mages more powerful. (I should note, however, that they still spend a good number of rolls on Movement spells like Quick March -- "Must catch up with the Archbishop's imposter!" -- or Great Haste -- "Time to buff the sword!sperson!")
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Paul Chapman |
03-01-2007, 10:39 AM | #35 |
Join Date: Aug 2004
Location: Central Florida
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Re: Un-nerfed Mages
I was in a campaign in which we used the S John Ross Umana rules as well as the standard rules. (The GM by fiat made mid campaign edicts, which had the benefit of allowing us players to SEE first hand the effects, pros, and cons to both systems.)
He, too, was trying to run a high magic campaign where a mage not only COULD go toe to toe with a warrior type, but was expected to win most of the time. You have a point in the fact that the standard fatigue rules tend to severely limit a mage during a highly prolonged encounter. BUT, if you have some high level (15+) mages running around there are still spells that you can run for free. Also remember that a combatant looses fatigue in relation to their encumberance at the end of a fight. (Enc+1 IIRC.) THis means that if the Lightly encumbered fighter takes on 4 waves of any given enemy without the opportunity to rest, his fatigue will be reduced by 8! Umana was nice in the fact that we could cast some high level spells once in a while. (Our limits for the campaign were 40 points with a refresh rate of 8 per day.) By itself, U-mana was HIGHLY limiting and gave the mages a "DnD" kind of feel where, "I cast my one 12 mana Explosive Fireball and . . . Opps! THat's my limit." In the end we ended up using both systems simultaneously (with a top limit of 30 points with recovery of 8 per day.) As a mage you had two sources to tap into. Overall this was an ideal solution for our characters and we found ourselves ussually tapping into fatigue first (as you could recover it more quickly) and we still had the ability to cast 15 and 20 point spells, occasionally without completely fracturing the magic system. THe cool thing about the U-mana concept (in your case) is that you can have this "technique" of tapping mana taught to the character after the fact. As a counterpoint all of our mages were highly trained and highly capeable, unlike your player who's "just learning the craft." The trick into getting him powerful is to get his spell skill above 15. My immediate thought was to somehow artificially increase his magery by 5. This could be done with a magical artifact or a mid campaign fudge. Everyone else have already made some awesome points and I also endorse most of the thoughts already listed. I agree with you that the concept of "inate attacks" would not be in keeping with your intended goal. |
03-01-2007, 10:53 AM | #36 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Un-nerfed Mages
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03-01-2007, 11:24 AM | #37 | |
Join Date: Sep 2004
Location: In exile in the Strait of Juan De Fuca.
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Re: Un-nerfed Mages
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Such an outside source doesn't have to cost points. Powerstones can be purchased or found and don't cost points. Perhaps the player must attune himself to the source and anyone attuned to the source can draw from it. I once had a campaign that used a similar idea - mages would have their homes and schools around Power Nodes and they all jealously guarded their power sources. Of course the bad mages were using human sacrifices to increase their Node, this threatening the balance - and providing the main source of adventure for the campaign.
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03-01-2007, 11:35 AM | #38 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Un-nerfed Mages
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03-01-2007, 12:10 PM | #39 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Un-nerfed Mages
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If you're determined to keep it in GURPS, please remember that earned character points in GURPS aren't in any sense "experience points" (xp) awarded to the character for feats and deeds, but are "bonus points" given by the GM to the player as a reward for attendance and good roleplaying, and in theory redeemable for anything the GM chooses to offer. This includes temporary and permanent benefits for the PC -- which should logically be both both in-game and meta-game, since the points themselves are awarded for meta-game concerns. My own feeling is that earned points represent the PC's "karma bank," earned by being true to principles and self (i.e., being roleplayed consistently by the player). While awarded on the meta-game level, bonus points might actually have a measurable in-game presence visible to fortune-tellers and oracles. As a result, I have no problems with them working as an expendable resource, like FP or HP, that can be burned to produce greater-than-usual results. In fact, I find this interpretation exceptionally pleasing.
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03-01-2007, 02:02 PM | #40 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Un-nerfed Mages
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kromm answer, magic |
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