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#1 |
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Join Date: Jun 2010
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Just a quick question. An instance came up in our game tonight in which our GM used the spell Pull. My mage, seeing this as but an irritation, let the pull affect him, thinking that he could still cast either of his missile spells (ice Sphere or Spider silk)out of the Pull area. This is where the conundrum occurred. We got into a heated debate on the effects of Pull on a Missile Spell. In our (the other players opinion) we felt that because the missile is but a magical manifestation of a substance it was unnaffescted by the spell. The GM thought differently, believeing that the spell affects missile spells also. As a matter of opinion, who is right?
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#2 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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The GM. It's his game setting, he gets to define how magic works there.
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#3 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#4 |
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Banned
Join Date: Oct 2007
Location: Europe
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#5 |
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Join Date: Apr 2005
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#6 | |
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Banned
Join Date: Oct 2007
Location: Europe
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That said, players should try to check their assumptions with the GM, before acting. People on both sides of the GM screen have duties. |
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#7 |
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Join Date: Oct 2006
Location: Chagrin Falls
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Just use sunbolt next time
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#8 | |
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Join Date: Sep 2004
Location: Canada
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He does!
That said, it doesn't take psychic power for the GM to note the player is holding a missile spell ready to throw, and comment "You know, that's going to get Pulled along with everything else right?" Quote:
If you suspect the GM is going to say NO, it's probably because your "inner team player" is whispering in your ear that your plan is a little sketchy; you should listen to them. Just ASK the GM! He may say yes, and voilla, no problems! Or he may say No, which will save you a lot of scheming effort and wasted turns :) The other fear is that the GM will give his NPCs psychic foreknowledge of your plan and ruin it that way. Fear of metagaming is something entirely outside the rules; if you're worried about that, you may want to have a talk with your GM in general.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#9 | |
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Join Date: Dec 2007
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#10 | |
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Join Date: Aug 2007
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The specific dificulty in thsi case is not if physical missiles are affected (they are) but what the effect of imposing a 1 yard/second force upon the missiles _is_? If the PC was at the center of the Pull effect and he was firing a gun directly out we could easilly write-off they whole thing as negligable. The missile is in range of the spell for far less than 1 second and the effect is only to slow it to a trivial degree. The slower the missile the more the effect but as long as the spell is only pulling along the axis of flight the effect is still only to slow it down somewhat. The speed of a Missile Spell is probalby equal to its' Max Range at a minimum so I would at most take 1 yard off that Max Range in this axial siituation. It's when you fire physical missiles and Missile Spells _across_ the area of effect of the Pull that things get hairy. There should be _some_ lateral pull disrupting accuracy to _some_ extent, but exactly how much becomes complicated. For a thrown rock the deflection should be a significant fraction of the 1 yard/sec but if flight time through the Pull zone is only 1/10th of a second you only get 3.6 inches of deflection. For a bullet you probalby get almost nothing significant at tactical ranges but a sniper's bullet passing through the zone could still be deflected by.....well, call it "enough". Anyway, making me figure out things like thsi is why you can't cast Pull in my games. The OP didn't say _what_ the effect of the Pull was on his Missile spells. "Prevents Casting" would have still been within the GM's arbitrary authority but I do not think it would have actually been "right".
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Fred Brackin |
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| Tags |
| gurps, magic, problem, pull, spell |
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