06-08-2012, 12:49 AM | #11 | |
Join Date: Dec 2007
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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06-08-2012, 01:50 AM | #12 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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So it not 120 vs 8. it is 120 vs 65 to cast Fireball-15 Edit of Course what he really wants in that case is Magery 3 (one spell only) for [11] making it 120 vs 27 |
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06-08-2012, 01:53 AM | #13 | |
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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I didn't feel the need to list another 50 spells to make my point. I simply stated that there are 120 points behind that Fireball-15 at a minimum, and that it would seem to me that requiring another 8 points (and this assumes 40 points spent in DX, btw) to be competent at hitting a target in anything outside of ideal conditions at a range of six feet, seems excessive. That 8 points may very well be a 'big deal' if you account for the expediture of points on measely things like other skills and spells, advantages that are not Magery, etc. If you're playing some 400 point game, then maybe you've got plenty of spare points to throw around.. In what I've come to see as a more common power level of 200-250 points, I've found that you run out of that "other 8 points" rather quickly. If following the assumptions Kromm says he follows when responding to such questions, then it is even more likely to be a "big deal" to come up with those other 8 points, as a 150 point character doesn't have all those extra points to throw around. sir_pudding offered a solution. You seem to want to challenge my request for that solution. |
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06-08-2012, 01:58 AM | #14 | |
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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Besides which, the discussion is not getting the fireball spell at skill 15. It's hitting with the fireball after you cast it. |
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06-08-2012, 02:03 AM | #15 |
Join Date: Apr 2010
Location: Land of the Britons
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Re: [Magic] Great Balls of Fire (that can't hit anything)
Just remember that the perk applies per missile spell, so if you've got a large array of different missile spells you enjoy casting (instead of just blowing everything up with fireballs) then it starts to become less viable.
Assuming you pick up one or two per elemental college (not a stretch of the imagination if you want to be able to target weaknesses or avoid immunities) then you might actually be better off just investing the CP into the Innate Attack skill. Of cause for a low CP total starting character who favours one spell, the perk is certainly the way to go. Just make sure you GM isn't enforcing perk limits or prereqs (as Magic Styles suggests as an option) and if they are that you actually qualify.
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...like a monkey with a wrench. |
06-08-2012, 02:15 AM | #16 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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if you paying more than that they you are Not paying that just to cast the spell you spending more to have other options as well. And it does matter be the Innate attack (projectile) that you buy for 8 more points works with ALL missile spells not just fireball. Last edited by roguebfl; 06-08-2012 at 02:20 AM. |
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06-08-2012, 02:20 AM | #17 | |
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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Now, if you're in a high point level campaign, it is certainly feasible to have a lot of missile spells, and in that case (and assuming the GM is restricting amounts of perks as you mention), it would make sense to buy up Innate Attack instead. Though with four specializations to Innate Attack, you're coming into the territory of even more points spent. I think the best option, if you have the points, and with the above "DX 12 Mage" I've been using as an example, would be to buy the most used version up to DX+5, and let the others default from there, to a level of DX+3. So for 16 points, you could have Innate Attack (Projectile) at 17, and the others at 15. |
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06-08-2012, 02:31 AM | #18 | |||
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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Your build above would be good for, say, a swordsman that can cast a fireball. And such a swordsman would be more likely to have a DX 14 and be able to get Innate Attack (Projectile) at 15 for only 2 points. Quote:
Whether he's using Fireball, Ice Ball, Stone Missile, Winged Knife, Sunbolt, or whatever, my feeling is that the fact that he is a mage should do something to make it easier for him to hit with magic attacks. Quote:
Last edited by Dragyn; 06-08-2012 at 02:34 AM. |
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06-08-2012, 02:40 AM | #19 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [Magic] Great Balls of Fire (that can't hit anything)
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yes all missile spells Flame Jet and Breath Fire IIRC are not Missle Spells. |
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06-08-2012, 02:48 AM | #20 | ||
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 I did not say that Flame Jet and Breathe Fire were Missile Spells. I simply stated that they require the use of Innate Attack specialties. |
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Tags |
dungeon fantasy, fantasy, innate attack, magery, magic, talent |
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