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#1 |
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Join Date: Jan 2005
Location: South yorkshire, united kingdom
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i am sorry if this is covered in the rules but i am at work and dont have my books available to me but do task dificulty modifiers apply to magic spells?
Does say an iq10 wizard with magery 0 and 4pts in ignite fire (skill 10) get a bonus to his ignite fire roll if he tries to light his BBQ with the spell on a sunny summers evening as opposed to using it to try to light the fuse on a molatov cocktail in combat? |
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#2 |
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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If you impose a penalty for spells used in combat, all combat spells will be MUCH harder to cast. You will never use "Killing Touch of Outer Hell" on your friends, so it's always combat use. I don't think that's a good idea.
If, on the other hand, the mage is currently drunk, on fire, hallucinating and hanging uposide down, I would agree that some penalties are appropriate. |
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#3 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Lighting that Molotov, OTOH, would be at +0 (assuming no other factors, like range, shock, and so on), because combat and streeful adventuring situations are the default.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#4 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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As GURPS Magic lists a Spell at 12 is good enough to hold down a job with. and this is the same with "mundane" skills, and Spells are considered skills in general. it does follow that the same taks modierfier rules apply.
ie normal use in combat. rotien non combat ussage gains a +4. [ie using in Heat to warm your morning cup of klah] |
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#5 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I don't see any good reason not to let mages get the same modifiers as everyone else for really easy, non-adventuring tasks. It's simply cruel to require a skill-12 wizard to roll vs. Ignite Fire at -5 for a dark room and being unable to see the candle on the table in his own house, and another -3 for distance to the candle, thereby rolling at 4 and possibly blowing himself up or summoning a demon. It's his home, the candle is where it always is, and there's no stress . . . he's just trying to turn on the lights so he can stow his staff and hat for the night.
I'd give a big bonus to make sure that this kind of thing usually succeeds, should I even require a roll. If one needs an in-game excuse for it, assume that rote uses done exactly the same way on exactly the same subject for years and years impart a local, hyper-specific mana aspect that gives +5 or +10 to that one task. And of course a lurking intruder or dire emergency would disturb the balance, so the bonus wouldn't apply then.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#6 | |
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Join Date: Nov 2004
Location: Switzerland
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__________________
I'm not a Munchkin, I'm the Munchkin's Advocate |
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#7 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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#8 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 | |
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Join Date: Nov 2004
Location: Switzerland
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Quote:
__________________
I'm not a Munchkin, I'm the Munchkin's Advocate |
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| Tags |
| kromm explanation, task difficulty modifier |
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