10-27-2019, 07:44 PM | #31 | ||||||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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Full rules on handcuffs and shackles are in High-Tech, pg 217. Quote:
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10-27-2019, 08:55 PM | #32 | |||||
Join Date: Aug 2018
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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I'm actually surprised that 2-handed weapon use wouldn't also suffer that. I think sometimes we ignore that because 2-handed weapons usually have a long reach... But if you imagine having a 2-hand grip on a gun, you couldn't pistol-whip people far to your left or far to your right by moving just your arm, you'd need to rotate your enter torso in that direction to basically strike forward to get your full reach, if that makes any sense? Quote:
Consistently in both cases it says that "Time to cast" is "1 to 3 sec" though... This would seem to imply that if you had skill 9 or lower, it would be 2 to 6 sec? Also important if using Alternative Magical Rituals (x2 casting time for +1 to skill) or Ceremonial Magic (x10 casting time). Differences though: The latter part is a weird contrast because if they're listing the casting time as 1-3 then you'd think energy would actually be 1 to Magery*3. Just 1 to Magery (times 1) should only list a casting time of 1, rather than 1-3... Since the high-skill discount (ie 20 skill fireball with Magery 1 means you can create a 2d fireball for 0 energy after 2 Concentrates) applies to the Enlarge, which treats Enlarge as part of the casting (as both B305/M227 do for Casting Time) then maybe high-skill casting time divisors help 2? Letting you make that free 2d fireball in just 1 second, because you can do 1 Concentrate instead of 2 due to halved casting time? Quote:
http://www.sjgames.com/gurps/faq/FAQ4-4.html#SS4.3.3 The way they say "total" cost sounds like they're talking about 6 being the total cost, rather than 2 being the total cost. It's not the ideal example since skill 20 only affords -2, which results in 0/2/2 payment for the 6d Burning Attack... We moreso need to know what "total cost" means in respect do trying this with skill 25. At -3 to cost, if it's 0/2/2 still, or 0/1/2 Quote:
in case of ANY OTHER spell: disruption of entire missile necessary In case of MSM perk though, since you don't need to disrupt the entire missile to cast spells anymore, should the casting of those other spells be assumed to prevent enlargement too? For example if you have Missile Spell Mastery, I can't see anything preventing... 1) cast Fireball 2) cast Flamejet 3) Enlarge Fireball since the 2nd second wasn't used to Enlarge, that was technically wasted though, so you can only use your meant-for-2nd-Enlarge third turn for your 1st. Well it seems like you can do CREATE (kind of like "enlarge 1" as in enlarged-from-nothing) then PAUSE (decided to Stamp Kick an approaching Goblin, wasting your opportunity to Concentrate) and then ENLARGE on the 3rd second, which is RAW the 1st enlarge (from initial create) but informally like a 2nd enlarge (from nothing) Quote:
Maybe something between M63 Dancing Weapon and M64 Weapon Spirit and M65 Accuracy would help? I don't know if Quick-Aim+Accuracy on a "Staff of Fireball" would actually boost Innate Attack or if it was more intended for stuff like throwing the weapon itself. If those bonuses did benefit spells then would it even need to cast fireball, or could you just have a "wand of accuracy" which gives bonuses to ALL missiles spells (or melee spells) which you channel through it? That seems super powerful and essential. Maybe a "Wand of Quick-Aim" would be possible, but I notice Accuracy has pricing at 1/10 for projectiles, and you can't enchant the fireball itself... Could you normally spend 250 for a "+1 gun of accuracy" and then spend 25 for a "+1 bullet of accuracy" and then use GOA to fire BOA for a total of +2 to hit? |
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10-27-2019, 09:48 PM | #33 | |||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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Missile spells pg 12: "To cast a Missile spell, you must concentrate for one second. At the end of your turn, roll against your skill with the spell. There is no modifier for distance – you are creating a magical missile in your hand. On a success, you may invest one or more points of energy in the spell, to a maximum of a number of energy points equal to your Magery level. The missile then appears in your hand, “charged” to the desired level. On your next turn, you have three options with your missile: make a ranged attack with it, hold it, or enlarge it." Do you see sentence two? That is the Casting Roll, at this point all your energy and casting time discounts happen. Any further 'seconds' invested in enlargement are not affected by anything that affects casting. Again, interesting houserules, but not RAW. Also note that last sentence, it doesn't mention 'continue casting'. Quote:
(And c) it's Word of Kromm) Quote:
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10-27-2019, 11:38 PM | #34 | |||||||
Join Date: Aug 2018
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
One question this does raise is how Very High Mana would affect using Missile Spells... M6:
A mage who spends FP to cast a spell on his turn gets those FP back at the start of his next turn.If we don't consider FP spent to "enlarge" to be "FP to cast the spell" then would that mean you don't get FP back that you spend on enlarging? This would also affect what Power (M57) could do in terms of powering fireball wands, if it could only create free-initial fireballs but not allow carryover to mitigate the higher total cost created by using the Enlarge option. Powerstone (M69) too: If "to cast a spell" is only that 1st turn's investment, then wouldn't that mean you couldn't use a Powerstone to pay for the energy cost to Enlarge on turns 2+3? That would be allowed if we considered enlarging "still casting". Sort of like how you can completely build a house and live in it, but then decide to add additions to that house. The only difference might be that you always have to roll once per spell regardless of variable casting times, and missiles just always roll at the start instead of the end. Quote:
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I think that M12 is meant to be more of a basic guideline too, because "maximum .. your Magery" isn't for Explosive Fireball since that'd be "twice your Magery". Quote:
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http://www.sjgames.com/gurps/faq/FAQ4-4.html#SS4.3.3 Quote:
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"Subtract one" being applied on the 1st turn means you will always use up your discount on that first turn, assuming you must create a minimum of 1 energy investment on that turn (as the charts say 1→Magery not 0→Magery) So it was only dealing with that rather narrow situation, which doesn't create the dilemma of what to do when you have a discount of 2 and Magery 1 limits you to only using HALF of that in the 1st turn. Unless... would that let you create a 3d burning Fireball in the 1st turn, because you invest 1 energy (max: your magery) and your skill allows you to invest 2 more energy from the surrounding mana? Kazander's full reply actually added: the caster should still get the full benefit of reduced casting cast no matter what he does with the spellKromm's reply omitted that part (so did not directly affirm) but he didn't appear to explicitly contradict it either... If you build to 1d burning on turn 1, 2d burning on turn 2, 3d burning on turn 3, but still need to pay 2 energy then you're not getting the full benefit of your -2 to cost from skill 20, as an example. I suppose if high skill allowed you to eclipse your Magery's normal limitations to damage (thus getting entire benefit by 1st turn) that would be okay though.... The question of whether or not (B) is possible I think depends on whether or not the magery cap refers to the total investiture in the spell, or just the aspect of your personal investment. in 2008 "+5 being enough to get a -1 FP cost reduction and add a die" felt like possibly giving that impression but I'm not sure. If it didn't refer to increasing the Magery-capped damage potential then all I can figure is he assumes that wizards were choosing to cast the spell at lower-than-max amounts to begin with. The way casting Missile Spells is described, the 1st turn's energy investment doesn't seem like "casting" either, more like a free action you get after casting the spell for 0 energy, since you roll for the skill before you choose the damage. Hm... how do you think this would work with mages who have Decreased Time Rate? Do they still get 2 enlarges but spaced over 4 more seconds instead of 2? They make less frequent Concentrate maneuvers after all... |
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10-29-2019, 05:12 AM | #35 | |||||||||||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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In this case... I'd count Enlargement to be 'casting'. But I don't use the standard Mana setup, so each GM needs to assess this for their game. Quote:
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* Yes, I even allow this to cover the spell's ending cost of Great Haste in the case of one mage Great Hasting another. Quote:
That's actually how I run my games... and in the next campaign they'll get the cost reduction for every turn of enlargement too... But then in my next campaign I'm encouraging "big honking missile spells" over 'save or die' spells. Quote:
Though... I'm now thinking about this in terms of my house rules... I like the idea of decreasing the time on "big honking fireballs"... hmmm. Quote:
Note however, that if you allow the final cost reduction later, you are definitely encouraging bigger missile spells when the PC has higher skills (30+, so this might not be as big an encouragement as I make it out to be). Quote:
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I disagree with this, as it weakens the "apply cost reduction at skill roll" and may affect other spells and situations we aren't even talking about... Quote:
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* As per pg 12 Magic, spells with 'levels' of effect can be exceeded by having Magery levels above the 'maximum' level of the spell. 3 levels for Missile spells, 3 for Minor Healing, 4 for Major Healing, etc. Having Magery below the spell's 'maximum' level is not penalized. Quote:
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Missiles Spells: Turn 1: Decide on initial size, roll dice, spend casting cost* FP. Turn 2: Enlarge†, hold, or throw. Turn 3: Enlarge†, hold, or throw. Turn 4: Hold or throw. * 1-3 or 2-6 depending on the Missile spell. This may be exceeded with Magery of 4 or higher. † Enlargement is not casting, no cost reductions. Enlargement amounts may not exceed your Magery level.‡ ‡ Technically... Explosive Missile spells cannot be enlarged if your Magery is only 1... however... I've never seen this enforced. In fact most GMs I've rolled with (and myself) ignore this limitation of enlargement and treat is as "may enlarge up to the amount you could spend on the casting" (some only allow up to Magery in levels), or in my house "may spend up to as much as you spent on the casting". Quote:
Last edited by evileeyore; 10-29-2019 at 05:37 AM. |
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10-29-2019, 05:37 AM | #36 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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This is Kromm commenting specifically on how "caster only items" should work in a genre that is emulating a Diabloesque setting, one where "Class Only" items reduce the cost to use your regular abilities. In this case Kromm is saying in effect "give them a +5 to skill which is effectively a -1 to cost". * Hahaha suckers! /laughs in lower paycheck in two weeks. Sigh. Quote:
Nope. I've got it. Roll each enlargement turn, on a success enlarge as per normal (and get cost reductions), on a critical success double the enlargement for no extra cost, on a failure get no enlargement, and on a critical failure have !!FUN!!. |
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10-30-2019, 05:11 PM | #37 | ||||||||||
Join Date: Aug 2018
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
One other reason I just thought of why it might make sense to have a skill roll for enlarging .. powering spells with HP! That normally creates a skill penalty, but unless that can go back and retroactively make you fail your previous roll, enlarging using HP seems like it would avoid that problem!
Of course, if you had the time... powering Lend Energy w/ HP to restore your own FP (or Energy Reserve) allow you to avoid that penalty on future spells too, so long as it doesn't cause your Lend Energy roll to fail. Quote:
Are any problems created through acknowledging post-roll casting times though? Quote:
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That's an entirely different discussion and one I don't have time to wade into right now (as I'm getting ready for work)... but I'll tackle that one when I get home. It's about Enchantment and how Enchanted Items and Wizard's skill should overlap (I think)... Quote:
http://www.sjgames.com/gurps/faq/FAQ4-4.html#SS4.1.6 The question is why this parenthesis exists. Is it: a) because the dice of damage a missile spell finally does can be built in subsequent turns b) because you must decide the initial (turn 1) dice you intend before rolling? Quote:
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I thought Explosive Fireball locally specified you can pump in Magery*2 on subsequent turns? |
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10-30-2019, 07:03 PM | #38 | |||||||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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With skill 30 they get -4 to costs and can only put 1 to 3 into a Fireball, so only at skill 30+ are they 'forced' to waste cost reduction. And yes, anyone with Magery 1 can put 1-3 into a Fireball, because that is the 'base' casting cost. With 'leveled' spells (Fireball, Minor Healing, etc) you can always cast the levels given, to exceed the 'base' levels you have to have Magery in excess of those levels. So missile spells all have 3 levels, to exceed those 3 levels you need Magery 4 (or better). Major Healing has 4 levels, to cast it at 1, 2, 3 or 4 FP you need Magery 1 (because prereq) or better, to cast it at 5 FP you need Magery 5 or better. Now... in order to Enlarge, you can only invest as many FP per turn as you have Magery, but again, I've rarely seen this enforced. Quote:
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"At the end of your turn, you may invest more energy in the spell – anything from one point to points equal to your Magery level." Emphasis mine. This means if you have Magery 1, you can only add 1 FP per turn during the enlargement turns. Quote:
Last edited by evileeyore; 10-30-2019 at 07:07 PM. |
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10-30-2019, 08:00 PM | #39 | |||||||||
Join Date: Aug 2018
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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I see your point then: either way we would have to accept a situation of lost discount with missiles... Unless of course the discount actually upped the maximum damage you could do (ie 4d instead of 3d at skill 15) which I'm still wondering about with "+5 being enough to get a -1 FP cost reduction and add a die" Quote:
Any amount up to your Magery level per second, for three seconds.That sounds to me like the first improvement on maximum damage occurs at Magery 1→2 not Magery 3→4. Quote:
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1) only up to skill 20 matters, the reduction of -2 being applied to that first second, no reductions applied to the 2nd/3rd seconds (enlargement)In the case of skill 25 (-3 cost) I think Kromm's comment means 1st second would cost 0 (using up 2/3 of the discount) and then you would probably apply the remainder to the 2nd turn, reducing it from 2 to 1, and then have no discount left over on the 3rd? |
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10-30-2019, 10:40 PM | #40 | ||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: how does -1/-2 yard range reduction with staff work with missile/jet spells?
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I think there is a miscommunication going on, it keeps seeming to me that you don't understand how cost reduction, Magery limits, 'leveled' cost spells, and enlargement work in one sentence, only to turn around and speak perfectly clearly on those same rules in the next sentence. So how about some examples? By RAW: [EDIT] These examples are terrible wrong, ignore this post... [/EDIT] Wizard with Magery 1 and Fireball at skills 15, 25, and 35. Fireball 15. On turn one of casting he can 'invest' up to 3 FP into the spell (and get a cost reduction of 1). So, when he successfully casts it, Fireball costs him 2 FP, but is cast at 3d damage. He can then continue to enlarge it for two more turns at a maximum of 1 FP per turn to a maximum of 5d damage, maximum cost of 4 FP. Minimum cost 0FP for a 1d Fireball. Fireball 25. On turn one of casting he can 'invest' up to 3 FP into the spell (and get a cost reduction of 3). So, when he successfully casts it, Fireball costs him 0 FP, but is cast at 3d damage. He can then continue to enlarge it for two more turns at a maximum of 1 FP per turn to a maximum of 5d damage, maximum cost of 2 FP. Minimum cost 0FP for a 3d Fireball. Fireball 35. On turn one of casting he can 'invest' up to 3 FP into the spell (and get a cost reduction of 5). So, when he successfully casts it, Fireball costs him 0 FP, but is cast at 3d damage. He can then continue to enlarge it for two more turns at a maximum of 1 FP per turn to a maximum of 5d damage, maximum cost of 2 FP. Minimum cost 0FP for a 3d Fireball. Wizard with Magery 3 and Fireball at skills 15, 25, and 35. Fireball 15. On turn one of casting he can 'invest' up to 3 FP into the spell (and get a cost reduction of 1). So, when he successfully casts it, Fireball costs him 2 FP, but is cast at 3d damage. He can then continue to enlarge it for two more turns at a maximum of 3 FP per turn to a maximum of 9d damage, maximum cost of 8 FP. Fireball 25. On turn one of casting he can 'invest' up to 3 FP into the spell (and get a cost reduction of 3). So, when he successfully casts it, Fireball costs him 0 FP, but is cast at 3d damage. He can then continue to enlarge it for two more turns at a maximum of 3 FP per turn to a maximum of 9d damage, maximum cost of 6 FP. Fireball 35. On turn one of casting he can 'invest' up to 3 FP into the spell (and get a cost reduction of 5). So, when he successfully casts it, Fireball costs him 0 FP, but is cast at 3d damage. He can then continue to enlarge it for two more turns at a maximum of 3 FP per turn to a maximum of 9d damage, maximum cost of 6 FP. Wizard with Magery 6 and Fireball at skills 15, 25, and 35. Fireball 15. On turn one of casting he can 'invest' up to 6 FP into the spell (and get a cost reduction of 1). So, when he successfully casts it, Fireball costs him 5 FP, but is cast at 6d damage. He can then continue to enlarge it for two more turns at a maximum of 6 FP per turn to a maximum of 18d damage, maximum cost of 17 FP. Minimum cost 0FP for a 1d Fireball. Fireball 25. On turn one of casting he can 'invest' up to 6 FP into the spell (and get a cost reduction of 3). So, when he successfully casts it, Fireball costs him 3 FP, but is cast at 6d damage. He can then continue to enlarge it for two more turns at a maximum of 6 FP per turn to a maximum of 18d damage, maximum cost of 15 FP. Fireball 35. On turn one of casting he can 'invest' up to 6 FP into the spell (and get a cost reduction of 5). So, when he successfully casts it, Fireball costs him 1 FP, but is cast at 6d damage. He can then continue to enlarge it for two more turns at a maximum of 6 FP per turn to a maximum of 18d damage, maximum cost of 13 FP. Minimum cost 0FP for a 5d Fireball. Quote:
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In previous editions missile spells literally cost 1 FP per turn that you built them and you rolled the skill at the end. So a Fireball at most was 3d and cost 3 FP (minus reductions). This was changed... but so was Magery affecting how much FP could be spent into "leveled" spells. So pg 9 says: "Talented mages may exceed the usual limits for spells that allow a finite number of “levels of effect” (dice of damage, bonuses to skill, etc.). The upper limit is the higher of the standard number of levels or the caster’s Magery level." While pg 12 says: "On a success, you may invest one or more points of energy in the spell, to a maximum of a number of energy points equal to your Magery level." Most of us resolve this conflict as pg 9 taking precedence and pg 12 just being a poorly worded reinforcement of it, kinda like so: You can spend the leveled spells normal casting cost or up to your Magery, whichever is higher; and note, missile spells are all leveled spells. Quote:
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Last edited by evileeyore; 10-31-2019 at 04:33 PM. |
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innate attack, throwing |
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