05-26-2019, 02:24 PM | #11 |
Join Date: Nov 2006
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Re: Will, what is it good for, huh?
I like to decouple Magery and Theurgy from IQ. I start with a base of 10 and the wizard or cleric can buy it up to high levels. The wizard and cleric buy higher than average IQs to learn spells and study prayer rituals but they are no where near as smart as Scholars.Just because a wizard or cleric can cast spells it does not mean they can learn Russian at 18 with only one point invested. In fact a wizard or cleric can be stupid or weak Willed in my game world. A clerics strong Will against demons or undead is due to his faith which is represented by his Theurgy level. Otherwise a cleric might have weak will for other things.
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05-28-2019, 02:17 PM | #12 |
Join Date: Sep 2018
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Re: Will, what is it good for, huh?
Our Dungeon Fantasy GM uses a lot of Fear Checks and for those of us with a Will 10 from template it's a hard hard ride. My Barbarian ran into a spider the size of a dog and was so unnerved he threw up for the entire combat, granted he was a Halfling so it was a spider 1 size level bigger than he was.
There's a fair number of cool skills that are Will-Based as well. |
05-28-2019, 03:48 PM | #13 |
Join Date: Jun 2006
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Re: Will, what is it good for, huh?
Probably the part that plays into the primary Cleric function is resisting party crippling debuffs so he can use his abilities to neutralize them on everyone else. It doesn't help to have spells that can recover the rest of the party from sleep or paralysis or terror if you yourself are debilitated by the same effect and can't cast them.
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05-28-2019, 05:49 PM | #14 | |
Join Date: Sep 2004
Location: Canada
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Re: Will, what is it good for, huh?
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05-28-2019, 07:50 PM | #15 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Will, what is it good for, huh?
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And Resist Evil is waaaaaay cheaper and slightly better if you're worried about resisting supernatural effects. So hit 16 in Will, then buy up Resist Evil if you're worried your foes can roll against a skill higher than 16 (Rule of 16). As for skills there are 3 that a Cleric has access to, Exorcism, Intimidation, and Meditation... and Meditation is useless for the Cleric. It's 1 point thrown down the 'background skills hole'. So, again, once you get to Will 16 there isn't much reason to go beyond it, unless your GM really loves to throw insane skill penalties at you when you use Exorcism and you just love scaring mundane foes. Last edited by evileeyore; 05-28-2019 at 08:00 PM. |
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05-28-2019, 10:24 PM | #16 |
Join Date: Aug 2004
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Re: Will, what is it good for, huh?
I guess the OP is correct that there aren't a lot of ways in which Will is of special importance to just clerics (including holy warriors, for this discussion). Which is fine, I say. Clerics' higher cap on Will seems to me just a fun nod to the original OSR designation of Wisdom (i.e., Will) as the "primary attribute" for clerics; beyond that, there doesn't need to be some key significance.
Still, as the OP notes, there is the importance of Will to Exorcism and Turning, and those are key cleric schticks. Note Turning in particular: in OSR games, clerics' Turn Undead ability gets stronger as the clerics go up levels. In DFRPG, though, there's no way to "level up" Turning, other than raising Will. High Will is the key to effective Turning. Beyond that, a GM could houserule some extra clerical benefits from Will. Perhaps the roll for emergency divine aid could use Will-based Religious Ritual. Or perhaps a few choice "spiritual warfare" spells could be based on Will instead of IQ for clerics. Finally, I'll note that when demons and other nasty spirits look over a party of intruders, they'll probably be smart enough to recognize the cleric as their biggest potential foe. Smart demons, undead, etc. will want to hit the cleric fastest and hardest – often with attacks on the mind/soul. Resisting this will again be a job for Will.
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05-29-2019, 02:17 PM | #17 | |
Join Date: Mar 2019
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Re: Will, what is it good for, huh?
Ok, so I've been looking for reasons to go above sixteen, and here's what I've come up with:
First off, of course, are modifiers. As evileeyore noted fright checks max at out 13, but that is after modifiers. Violet Mold, for example (Monsters, 43) requires a fright check at -10, so to reach your maximum fright check odds at 13, you'd need to start with will 23. According to Exploits (10) monsters such as elder things can impose a "penalty of almost any size," so there's no "safe" number. That said, buying fearlessness 15 would still be cheaper than getting your Will up to 25. So, on to things that fearlessness won't help you with: If you are casting spells in battle, you are likely to get distracted. To maintain concentration through an active defense, injury, etc., you need to roll at Will -3 (Spells, 8-9), so to maximize your chances, getting Will 19 would be worthwhile. Finally, resisting magical attacks is key: Quote:
Quick contests based on Will also come into play with Exorcism and Turning, so those also don't max out success potential at 16. |
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05-29-2019, 03:56 PM | #18 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Will, what is it good for, huh?
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Yeah, in that niche case, taking your skill (or base Will as that is cheaper) up is a boon. And thanks, I forgot there were modifiers on Fright Checks. I don't throw them at my Players very often... |
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05-30-2019, 05:29 AM | #19 | ||
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Will, what is it good for, huh?
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05-30-2019, 05:40 AM | #20 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Will, what is it good for, huh?
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Attack-16 vs Will-16: coin toss Attack-18 vs Will-16: also coin toss due to rule of 16 Attack-20 vs Will-16: same Attack-20 vs Will-18, same, and in all 4 cases, if you fail, margin of failure will be the same since both of you are rolling against the same number. Tell me how you are worse off in the 4th example vs the 3rd. Attack-20 vs Will-22: Advantage, victim
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