03-29-2023, 10:04 AM | #1 |
Join Date: May 2021
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Sorcery - Protection and Warning Spells: Question about Force Wall
I recently got the superb supplements Sorcery: Protection and Warning Spells and Sorcery: Sound Spells. Both are essential tools for anyone wanting to implement Magic as Powers built on the Thaumatology: Sorcery mechanics.
Shoutout to ALEKSEI ISACHENKO who also has a great blog about all things GURPS Generic Universal Eggplant While working on my own version of the spells (I'm transcribing spells from "that other game" with cyberware and Elfes lurking the shadows somewhere) I came across Force Wall in SORP&W7* It is built on Crushing Attack 4d with area effect and limited: Nonmagical threats plus Jet/Missile spells. I assume this to be Innate Attack (cr)? It is listed to have DR 12 and HP 2 but I totally don't see any modifiers to accomplish this. What am I missing here? Can someone please give me full breakdown of this spell's build? (I have the modifiers of course as I have the book, but how these interact to result in the described game effect is beyond me!) Utter Wall SORP&W14 is basically built the same way, so understanding one will help understand the other. Interestingly Force Dome SORP&W6 and [i]Utter Dome[/] are built on Damage Resistance. Why the difference? What IS the difference? *is this the correct book reference for Sorcery: Protection and Warning Spells? |
03-29-2023, 11:10 AM | #2 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
Force Wall presumably has the Wall: Rigid modifier (Basic p 109) which turns the 4d crushing attack into a DR 12, HP 2 solid barrier.
I can't comment on the other two spells as I can't find my copy of the relevant PDFs.
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03-29-2023, 11:36 AM | #3 | |
Join Date: Jun 2013
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
I don't have this book but...
Quote:
As mlangsdorf notes, this sounds like the Rigid version of the Wall Enhancement, which turns your attack into a solid wall. That's how you build a power that you can just dictate where a wall will form and stay in place. DR with Forcefield, Affects Others, and Area Effect instead generates something like a dome at the edges of the Area Effect, but centered on you (or whoever/whatever you cast it on, if it's a buff).
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03-29-2023, 11:54 AM | #4 |
Join Date: May 2021
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
OMG! Thanks! Now it seems so trivial (^_^)
Yes, it has: Wall, Shapeable, +60% Thanks again for jogging my mind and helping me getting it up to speed... Maybe I should give myself a disadvantage like "Confused" or "Hidebound"? (° _°) |
03-30-2023, 05:57 AM | #5 | ||||
Join Date: May 2021
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
So now that I have delved a bit deeper into the Force Wall design some additional questions came up:
I assume an Innate Attack 1 (cr) with area and persistent as those are prerequisites for Wall. I choose the Rigid version of wall. I also would want No Wounding added into the mix. Quote:
Would the wall roll to hit based on the speed-size-range modifiers? I assume not, as the arrow really hits the barrier already ("enters the area"). So I would roll damage against the arrow straight away? Once the arrow receives more damage than a Quote:
An arrow has no ST so Quote:
Extending this to bullets would give me a bullet-proof barrier right there with little fuss. HOWEVER: As this wall would have DR3 and 1HP (I chose Innate Attack 1) both arrow and bullet would roll their damage against this? It would be hard for the arrow coming off of an average human's short bow to destroy the wall (assuming ST 10 thr 1d-2) it would need to roll a 6 = 4 damage (three to overcome the DR and one for the HP) to destroy the wall. Anything above that would be quite easy... more ST, Longbow and not even speaking of the bullet coming off of a PDW 4.6mm ... Is my understanding of the game mechanics correct so far? Assuming all of the above is basically correct, on to my next question... Which order are the above damages resolved in?
More specifically, does the arrow receive any damage if it manages to "kill" the wall? Does it continue to its intended target, or is it destroyed nonetheless? This seems to be a bit more clear in the permeable case of Wall: Quote:
[EDIT] I'm thinking of adding (semi-) ablative to the DR and maybe some level of Regeneration. That's why the order of damage resolution matters. [/EDIT] Last edited by Nedorus; 03-30-2023 at 06:02 AM. Reason: Added some clarity as to why I'm asking this |
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03-30-2023, 06:14 AM | #6 | |
Join Date: Jun 2013
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
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03-30-2023, 06:28 AM | #7 | ||
Join Date: May 2021
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
Really?
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Quote:
Why would these two enhancements be prerequisites of the Wall enhancement if their rules weren't applied to things that "crashing into it"? |
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03-30-2023, 06:58 AM | #8 | |
Join Date: Jun 2013
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
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03-30-2023, 07:51 AM | #9 | |
Join Date: May 2021
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
OK, I think I see where you're coming from ... I think I was misreading that because
a) The Force Wall from SORP&W7 says "it blocks mundane attacks along with Jet and Missile spells" ... and b) the build breakdown simply states Wall, shapeable, +60% But I think now I understand the Limitation "Nonmagical threats plus Jet/Missile spells, -15%" a lot better. I thought it would rather be an odd limitation if it attacked everything passing through it anyway... But now I read the spell to be rather "Permeable" than "Rigid". So what would any attack modifiers do on a rigid wall. Stuff like No Wounding (which happens to be on the book version of the spell) or Double Knockback? Would they have any effect at all? On a second note / an additional question: Quote:
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03-30-2023, 08:17 AM | #10 | ||
Join Date: Jun 2013
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Re: Sorcery - Protection and Warning Spells: Question about Force Wall
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Let's say you have a 4d crushing rigid wall (with DR 12 and HP 2), and someone with 10 HP and moving at 20 yards/second slams into it. The character is going to deal 2d cr to the wall, and 2d cr to themselves. I'll assume that bouncing off of a wall is meant to be possible. Let's say they roll 8 damage (just a touch over average). With an unmodified Wall, that means they suffer 8 crushing damage (the wall is unharmed, as the character failed to get through its DR), for 8 HP Injury if unarmored, and they bounce off the wall, getting knocked back a yard. If the Wall had No Wounding, they would suffer no Injury*, but would still wind up knocked back a yard. If the Wall had Double Knockback, they would suffer 8 HP Injury if unarmored, and wind up knocked back 2 yards. And so forth. *Technically, if wearing armor it's possible they would suffer some Injury from blunt trauma. Which is why you should almost always build your No Wounding attacks with No Blunt Trauma, if available (and for Crushing, it most certainly is). Quote:
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