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#1 | |
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Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Or they just try to avoid this by being rather secluded (Earthsea's island academy, mountaintop monasteries). In which case it's not very likely that nobleman/bourgeoise dueling styles will be popular enough. Whether you're emulating real-world student combative training also depends on whether your wizardly academies resemble real-world universities. A lot of fantasy students enter when their talents are discovered. A school where you attend from age 10 to 20 will have different possibilities and requirements. |
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#2 |
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Join Date: Dec 2009
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I think some thing like this is a setting question, martialarts could be either an extensial part of the training like say in Avatar: the last Airbender or simple some kind of minor part of the proffesional training like a few stickfighting lessons in your run of the mill fantasy mage academy.
If the staff is sign of there profession its would naturall to use it in self defense outherwise they would use the same weapons other civilians use. Handguns, daggers or Rapiers depending on the actual TL. |
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#3 |
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Join Date: Dec 2009
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It's all about the Style Perks. Staff Attunement is a godsend, and works really well as a Style Perk for any magical staff or stick form. Blocking Spell Mastery is useful, too. It's pretty straightforward to create new perks, to improve Will rolls for concentration, or to allow Rapid Strike spellcasting, or whatever.
Then, it's a matter of function. In general terms, improving your defense while you prepare spells is good, but I would suggest focusing on getting casting times down to 1 second more than on defending while you concentrate. Death Fist is a good example of a touch-based magical martial art. Foot Archery or Kyujutsu work with Missile spells with almost no alteration. For proper toe-to-toe fighting with Regular spells, I'd suggest some kind of reasonably defensive style, like Sword-and-Buckler Play or Fencing, and allow DWA or DWD with spells, either as a perk or just as a cinematic feat. If you attack the same subject with a melee weapon and a Regular spell at once, using DWA, they'd take a penalty to both their defense roll and their resistance roll.
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Doc Thunder Drinks Free |
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#4 |
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Join Date: Jan 2005
Location: Charlotte, NC, United States
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Some sessions, the dice get Bruno, and some sessions, Bruno gets the dice. :)
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Tim Harris The Seeker Time Lord Saving the universe one planet at a time. Occasionally from my own mistakes. Oops. |
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#5 |
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Join Date: Sep 2006
Location: Seattle, Washington, USA
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Mental Stun, Stun, Tanglefoot, Glue, Force Dome, and of course, Teleport.
A mage who gets stuck in melee has screwed up badly... which isn't to say it never happens. Just that it's easy to screw up when doing difficult and dangerous activities.
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“What all the wise men promised has not happened, and what all the damned fools said would happen has come to pass.” ― William Lamb Melbourne |
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#6 |
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Join Date: Jul 2005
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Not necessarily. You can have a battle mage designed to handle melee combat. You just need to make sure the mage has appropriate melee skills in addition to magic. Good skill with Staff and perhaps Short Sword also. A decent array of spells that help with defending him and putting his opponents at a disadvantage. A mage with decent armor, a sword, good sword skill and Invisibility can be very dangerous in melee combat.
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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#7 |
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Join Date: Sep 2006
Location: Seattle, Washington, USA
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I find that in practice, the 'Warrior who knows a few spells' concept works better than 'Wizard who can solo a minotaur'. Most combat spells take a turn to cast, last for one attack, and don't double your effectiveness... which means that overall you're better off not casting. Yes, yes, I'm sure there are some exceptions, but for the most part, splitting your character's focus means the character is less effective in both fields, and that's pretty much unavoidable in a points-build game system.
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“What all the wise men promised has not happened, and what all the damned fools said would happen has come to pass.” ― William Lamb Melbourne |
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#8 | |
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Join Date: Dec 2007
Location: Zagreb,Croatia
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You can get away with low skill,you cast them before engagement and they last 1 min.which is more than enough for a tough encounter. Even fighting from single Darkness hex can give you great advantage,or night vision during night,boosting DX,haste...etc
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SJG Browser turn based strategy game Ultracorps Great community...give it a try :) |
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#9 | |
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Join Date: Sep 2006
Location: Seattle, Washington, USA
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He just doesn't bother to cast them on himself, because he's got much more effective things to do than whack badguys with his staff.
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“What all the wise men promised has not happened, and what all the damned fools said would happen has come to pass.” ― William Lamb Melbourne |
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#10 | |
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Join Date: Jul 2005
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The thing is you'll need to trade off between cinematic capabilities and magical ones. Magery is expensive and so is Trained by a Master. For maximum flexibility choose both. This will limit your initial selection of martial arts skills and spells. The character will be weak initially but over time can get some really cool stuff. Works best if you are building with more like 200-250 points instead of standard 150. Cinematic martial artists are expensive. More so when you add magic to the mix. BTW, if you like templates, Wizards is a pretty cool book (no comments about the cover PLEASE!).
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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| Tags |
| martial art, wizards |
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