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04-04-2006, 10:13 AM | #1 |
Join Date: Oct 2004
Location: The Wylds of Central North Carolina
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Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
Hi,
I'm curious has anyone compared the power level of an AD&D 1st Ed Magic User with the GURPS 4th edition spell caster. My thought has been for years that the AD&D MU would just kick a GURPS MUs butt, but I'm not so sure now that I'm playing a 1st ed AD&D MU for the first time in almost 20 years. Thoughts? |
04-04-2006, 10:46 AM | #2 |
Join Date: Aug 2004
Location: Pittsburgh, PA
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
You'd have to decide on a point level (and disadvantage limit) for the GURPS character, of course. And there's the difficulty of AD&D characters being susceptible to death from things like house cats. The GURPS characters will vary a lot, and be better able to specialize, complicating things further.
Assuming 25 points with 25 points in disadvantages, a GURPS character might look like this: ST 9 [-10], DX 10, IQ 10, HT 10 HP 9, FP 10, Per 10, Will 10, Speed 5.00, Move 5 Magical Aptitude 3 [35] Disadvantages [-15] Skills: Innate Attack (Projectile)-11 [2], Staff-10 [2], Thaumatology-12 [2]. Spells: Ignite Fire-11 [1], Shape Fire-11 [1], Fireball-13 [4], Explosive Fireball-12 [2], Detect Magic-11 [1]. That might be sufficient to kick around a 1st level AD&D mage, but again, it all depends on what assumptions you make. (A more specialized mage could be much deadlier, but I aimed for a reasonable starting character.) Last edited by Shumway; 04-04-2006 at 12:56 PM. Reason: Shifted a couple points around. |
04-04-2006, 10:46 AM | #3 |
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Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
A GURPS 4e spellcaster based on how many points?
Assuming a 150 point spellcaster, optimized stats which let him get skill 15 for a point each, and a few appropriately selected spells, and further assuming that I remember AD&D correctly, I'd think the GURPS spellcaster would come out far ahead of the AD&D first level MU by most measures. He'll have a more versatile set of spells (say, a set of elemental spells leading up to a decent missile spells like Stone Missile or Fireball, a set of healing spells including Major Healing and Recover ST, and at least one other set of useful spells) and be able to cast more of them in a shorter period of time. The AD&D MU might be able to do more damage in a single spell, particularly relative to the likely number of hit points of other beginning characters, and hit automatically with that spell, but that's about the only advantage I can think of.
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04-04-2006, 10:59 AM | #4 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
It depends a lot on how you interpret the opposition. The general weakness of the AD&D wizard is the limited number of spells per day, and to be fair, a GURPS wizard is going to have trouble getting off more than one major spell in a fight (even a first level D&D spell is pretty powerful by GURPS standards).
GURPS mages are much more utility and support characters than magical artillery. I'll also note that a first level AD&D fighter is probably only around 50-75 points in GURPS, so if you build your wizard on that many points, he's not going to be too impressive. |
04-04-2006, 11:21 AM | #5 |
Join Date: Aug 2004
Location: Edmond, OK
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
I wanted to elaborate on what has already been said. The basic GURPS magic system is built around the idea that your mage can be specialized in whatever he wants to be specialized in. You can make a combat mage; there are several ways to do this, too. He could be a defensive combat mage, centering his abilities on blocking and shielding spells. He could be a ranged offensive mage, focusing on one or two spells that can dish out damage over a range. He could be a melee combat mage, using several melee spells on his staff with which he is adept at using, or alternatively, he could have a shape-shift spell that allows him to be a tough creature for the fight-- you know, like a bear or a lion.
A mage could be built to summon creatures to do his combat for him. A mage could be an enchanter, keeping a stash of enchanted items to make combat easy for himself. A mage could be centered around supporting his friends through healing or personal enhancement spells. A mage could be a civil type mage, who uses his spells to aid agriculture and civic works. A mage could be built for a lot of things, combat and not. Not so in DnD; for the most part, it is assumed that your mage will be in combat, and most of the spells reflect that. If you want to make a combat-oriented GURPS mage, you can make one specialized in killing DnD mages. In that case, you'd probably win every time. |
04-04-2006, 11:27 AM | #6 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
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04-04-2006, 02:43 PM | #7 | |
Join Date: Aug 2004
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
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By comparison ANY 1st level mu/mage/wizard in any D&D incarnation is outclassed combat wise.
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04-04-2006, 02:48 PM | #8 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
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04-04-2006, 04:34 PM | #9 | |
Join Date: Aug 2004
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
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Name: 75 pt mage Race: Human Attributes [40] ST 10 DX 10 IQ 12 [40] HT 10 HP 10 Will 12 Per 12 FP 10 Basic Lift 20 Damage 1d-2/1d Basic Speed 5 Basic Move 5 Ground Move 5 Water Move 1 Social Background TL: 3 [0] Cultural Familiarities: Languages: Advantages [39] Fluff to fill out the rest of the character [12] Magery (1) [10] Magery 0 [5] Magery 2 -3 (2) (Air College Only) [12] Disadvantages [-25] Negative Fluff Disads & quirks [-25] Skills [8] Innate Attack (Beam) DX/E - DX+3 13 [8] Spells [13] Apportation IQ/H - IQ-1 11 [1] Concussion IQ/H - IQ+1 13 [1] Create Air IQ/H - IQ+1 13 [1] Destroy Air IQ/H - IQ+1 13 [1] Devitalize Air IQ/H - IQ+1 13 [1] Lightning IQ/H - IQ+3 15 [4] Purify Air IQ/H - IQ+1 13 [1] Shape Air IQ/H - IQ+1 13 [1] Sound IQ/H - IQ-1 11 [1] Thunderclap IQ/H - IQ-1 11 [1] Stats [40] Ads [39] Disads [-25] Quirks [0] Skills [8] Spells [13] = Total [75] Note: I am 12 pts shy of maxing out the recomended disad limit for a 75 pt character. If the 12 points of 'fluff' isn't enough, I have another 12 pts available. You can make a well rounded character with those 24 points. Just for giggles, if I put 8 of those 24 into the two levels of Air College magery, I have FULL magery 3, and 16 pts to play with. You ah, were saying?
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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04-05-2006, 01:13 AM | #10 | |
Join Date: Mar 2005
Location: near Houston
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Re: Compare power of AD&D 1st Ed Magic User vs GURPS 4th Edition Mage
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