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Old 11-01-2017, 11:18 AM   #21
Refplace
 
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Default Re: Time to Cast a Spell Question and comabt

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Originally Posted by Lameth View Post
Ok your thoughts on the cost equation maybe? Maybe something like a +2 FP as they do in the Psi Book for using a Technique? Therefore something like "[I]by a -4 to skill, and an additional +2FP, the casting is able to do an All Out Concentration on Missile Spells of only 1 second. This allows a mage to Concentrate and throw a missile spell in the same turn. By doing this the caster is giving up his active defenses for that turn as per All Out."[/I]

thoughts? Ideas?

And has anyone used the Range and Speed chart for spells instead of -1 per hex for regular spells? In thinking on it and wanted to know if any one has an special rules or tweaks on that idea? thank you
On a missile spell the energy or whatever is held in your hand is created at the end of your casting. That takes a Concentrate.
The next turn it can be held, or thrown which would require some form of Attack maneuver.
So if I were to allow casting and throwing in the same turn I would go with....
  • ATR which allows Two Maneuvers
  • CM which allows a Concentrate anda Physical Maneuver
  • Instant Cast at -10 skill which borrows from other examples of Instant Skill use.
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Old 11-01-2017, 11:22 AM   #22
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Default Re: Time to Cast a Spell Question and comabt

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Originally Posted by Refplace View Post
On a missile spell the energy or whatever is held in your hand is created at the end of your casting. That takes a Concentrate.
The next turn it can be held, or thrown which would require some form of Attack maneuver.
So if I were to allow casting and throwing in the same turn I would go with....
  • ATR which allows Two Maneuvers
  • CM which allows a Concentrate anda Physical Maneuver
  • Instant Cast at -10 skill which borrows from other examples of Instant Skill use.
Interesting. I'm not allowing ATR or CM, but option 3 is a "maybe".
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Old 11-01-2017, 01:50 PM   #23
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Default Re: Time to Cast a Spell Question and comabt

Playing with this idea

All Out Attack [Missile Spell]You cast a Missile spell with blinding speed. You are able to Concentrate, have the spell appear in your hand, and throw it, all within one turn. You may take a -4 to skill, and give up your Active Defenses, or instead take -10 to skill to keep your active defenses. In both conditions this action will cost the spell caster an additional 2 Fatigue for that spell. Using this ability removes the ability of building the spell, but the caster is allowed the option to hold it or dispel if the situation changes.
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Old 11-01-2017, 02:03 PM   #24
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Default Re: Time to Cast a Spell Question and comabt

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Playing with this idea

All Out Attack [Missile Spell]You cast a Missile spell with blinding speed. You are able to Concentrate, have the spell appear in your hand, and throw it, all within one turn. You may take a -4 to skill, and give up your Active Defenses, or instead take -10 to skill to keep your active defenses. In both conditions this action will cost the spell caster an additional 2 Fatigue for that spell. Using this ability removes the ability of building the spell, but the caster is allowed the option to hold it or dispel if the situation changes.
I dont really like it.
-4 to skill is easy to soak and the higher skill to do so gives other benefits such as reduced energy cost.
The extra 2 FP and penalty to Active Defenses are more meaningful but its kind of clunky and I think still too much in favor of mages.
A M3 caster could toss a 3d missile much less expensively (point wise) then an archer.

I think a better model could be based off Move and Attack, the Wild Swing type penalty could keep archers from being overtaken.
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Old 11-01-2017, 02:15 PM   #25
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Default Re: Time to Cast a Spell Question and comabt

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I dont really like it.
-4 to skill is easy to soak and the higher skill to do so gives other benefits such as reduced energy cost.
The extra 2 FP and penalty to Active Defenses are more meaningful but its kind of clunky and I think still too much in favor of mages.
A M3 caster could toss a 3d missile much less expensively (point wise) then an archer.

I think a better model could be based off Move and Attack, the Wild Swing type penalty could keep archers from being overtaken.
ok I see your point, then how would you write it up as ?

Last edited by Lameth; 11-01-2017 at 02:54 PM.
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Old 11-01-2017, 02:54 PM   #26
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Default Re: Time to Cast a Spell Question and comabt

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ok I see your point, then how would you write up as ?
Concentrate and Attack
Based off Move and Attack and uses all the modifiers there. Including -2 skill on your attack with a missile spell or -4 with an effective cap of 9- on a Touch based spell. However instead of moving you remain still and may only move a Step. Instead of the -2 for a missile spell Bulk penalties apply if using an item in the casting if that is worse. Also if foot movement and gestures are required apply an additional -2. This also costs 1 extra FP from Extra Effort which may not be taken from an ER (magic).
Active Defenses: Dodge or Block only and if a defense is used requires a Will-3 to continue casting the spell, roll for each defense used.
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Old 11-01-2017, 10:58 PM   #27
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Default Re: Time to Cast a Spell Question and comabt

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I can say from experience that allowing 'cast and blast' with Missile spells doesn't unbalance anything, at least not in GURPS Dungeon Fantasy: while comparing it to a fighter throwing a knife means the knife-thrower loses out, the more accurate comparison is the Scout, who fast-draws two arrows a turn from his Cornucopia Quivers and fires them both for anywhere from 1d+6 to 2d+4 damage each with (usually) much higher skill and better range, no FP cost, and multiple damage options (cutting arrows, bodkins, etc).

Beside that, giving the mage the ability to spend a bunch of FP for a missile spell that he can cast and throw in a single turn is definitely balanced.
My main concern is faster casting of really big missile spells, but now that I think about it, knocking one second off a three second cast, followed by time to aim (because when you're throwing 9+ dice costing 7+ FP downrange you don't want to miss) isn't really going to make a difference. So, I now agree with you.
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