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Old 11-13-2021, 09:14 PM   #11
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Missile spells and minimum damage

ITL 38 under Missile Weapons talent, "This talent gives the user a +1 DX
on all missile weapons and spells that he knows."

If it did not say that I would have agreed with you.
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Old 11-14-2021, 07:20 AM   #12
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Missile spells and minimum damage

Quote:
Originally Posted by Axly Suregrip View Post
ITL 38 under Missile Weapons talent, "This talent gives the user a +1 DX
on all missile weapons and spells that he knows."

If it did not say that I would have agreed with you.
Oh! Well, I'm just plumb wrong then. Thanks, Axly. Henry was totally correct.

ETA: Not just plumb wrong. Plumb stupid, too. I started a thread discussing Missile Weapons and missile spells a year ago. I just can't remember stuff that long.

Last edited by phiwum; 11-14-2021 at 08:52 AM.
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Old 11-14-2021, 07:59 AM   #13
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Missile spells and minimum damage

The Missile Weapons talent is far less useful to a wizard because of the tiny range limits (which of the two range limits do you apply, ITL 125 or ITL 135?).


Randi, Human wizard, age 20
ST 12, DX 11, IQ 9, MA 10
Talents: Crossbow, Literacy (mundane), Missile Weapons
Spells: Aid, Blur, Dark Vision, Fire, Staff
Language: Common
Weapons: steel light crossbow (2d), Staff hazel maul (1d+2/1d)
Equipment: 20 silver quarrels, etc.

Note that Randi isn't going to be casting any spells while holding a crossbow in hands so she might as well drop it for melee and spellcasting.

Some enemies won't be hurt by unenchanted silver weapons so she beats fire elementals to death with her stick.

Missile Weapons (I) is the least expensive way of unlocking the crossbow's full range, and her first two attribute boosts shall be for more DX (as always, for everyone) to get one shot per turn.
__________________
-HJC
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Old 11-14-2021, 08:43 AM   #14
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Missile spells and minimum damage

Quote:
Originally Posted by hcobb View Post
The Missile Weapons talent is far less useful to a wizard because of the tiny range limits (which of the two range limits do you apply, ITL 125 or ITL 135?).
ITL 125 range only applies to wizards with Missile Weapons talent. If this range end up shorter than ITL 135 (will only happen if your wizard with MW talent has a high ST and is casting a ST 1 missile spell), then use the greater of the two method for that casting.

ITL 135 is the limit for all others.

---

For me, getting the MW talent for wizards wouldn't be to extend the range (how often are you on a map that has ranges greater than 8 Mhx?) as much as for the additional DX for accuracy. There are things that make you want to have more DX (blur, flying, small targets)... then again, instead of spending 6 talent points on MW3, casting a 3 point Aide spell on yourself to boost DX would be a wiser way to go.

Unless, of course, you have a bow/crossbow wizard like you just came up with.

---

By the numbers:

ITL 135 (for all wizards):
Wiz with ST 8: 8 MHx = 22 hexes (apprx)
Wiz with ST10: 10 Mhx = 27 hexes (apprx)

ITL 125 (for wizards with MW talent):
spell of ST 3: 60 hexes
spell of ST 2: 40 hexes
spell of ST 1: 20 hexes
(additional +25% range of hexes for half damage)

So, you can see for common wizards with MW talent, ITL 125 is an extension of the range.

Last edited by Axly Suregrip; 11-14-2021 at 08:49 AM.
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Old 11-14-2021, 08:55 AM   #15
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Missile spells and minimum damage

Quote:
Originally Posted by Axly Suregrip View Post
For me, getting the MW talent for wizards wouldn't be to extend the range (how often are you on a map that has ranges greater than 8 Mhx?) as much as for the additional DX for accuracy. There are things that make you want to have more DX (blur, flying, small targets)... then again, instead of spending 6 talent points on MW3, casting a 3 point Aide spell on yourself to boost DX would be a wiser way to go.
I don't know. A 3 point Aid spell takes one turn and 3 ST to cast and only lasts 2 turns. Seems an iffy strategy to me.
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