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#1 |
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Join Date: Apr 2008
Location: New Hampshire
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Why is it that actually hitting something with a missile spell relies on your ability to physically hit with it?
It strikes me as odd that a mage is required to spend hundreds of hours practicing hitting things with their magic attacks. Not counting the fact that such practice would be wearying in the extreme with the continued casting of missile spells to practice with, why is an attack with the result of magical spell made with a DX based skill? Why does Magery not add to the Innate Attack skill when used with missile spells? Face it... DX is a dump stat for Mages. Always has been, in every system I've played. But if you want to be effective with offensive spells in GURPS, you'd better rethink that. Take a Mage with a DX of 12, standard for Dungeon Fantasy Wizards, frex, and have him spend 2 points in an IA skill. That's 400 hours of practice throwing missile spells.. and he has an effective skill of 13. Why bother? What's the point? Range penalties, to say nothing of anything else, makes this level of skill laughable in any combat situation. Even with aiming, for three rounds, you only get a total of +3. Solutions? 1. Make Innate Attack an IQ-based skill for spells. 2. Let Magery act as a Talent for Innate Attack (just as it does for spells, Thaumatology, etc..) 3. Anything else? It just seems broken to me that a type of character that is specifically not focused on physical accomplishment should be required to break that mold in order to fill his/her niche in the first place.. The mage above, to get a 15 skill level (which is really the minimum to be combat effective) would need to spend 8 points.. and that's just for one specialty, just to be combat effective with a missile spell. It seems like the GURPS expectation here is for Mages to have both a high IQ and a high DX.. In which case, I'd rather carry a bow and a quiver of arrows, and not have to spend the extra energy to cast a missile spell in the first place. |
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#2 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#3 |
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Join Date: Apr 2008
Location: New Hampshire
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#4 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#5 |
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Join Date: May 2005
Location: Lynn, MA
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#6 | |
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Join Date: Apr 2008
Location: New Hampshire
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Thank you, sir. You have answered my question. |
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Join Date: Dec 2007
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#8 | |
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Join Date: Jan 2006
Location: Ottawa, Canada
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This advantage comes in levels and gives a bonus equal to its level on any success roll made to use any of the power’s abilities. This includes DX rolls to maneuver with movement abilities; Innate Attack skill rolls to hit with attacks; IQ, Will, and Perception rolls to use mental abilities; and any other success roll the GM requires for the power In a Power's approach, the power talent for anything magical is Magery. Although not specifically mentioned, I personally don't see any reason why you can't let it apply to magical spells in a skill-based approach of GURPS Magic. So I'd let it modify your hit rolls with spells, Perception rolls with detection spells, etc., just as indicated there. That said, as David Johnston2 is correct. GURPS doesn't expect mages to be "battle mages" by default as in most other roleplaying games. You can make a combat mage, if desired, but then its like making a fighter and a mage, and thus will cost significant amount of points to do so (i.e., you'll need both a good IQ and DX). |
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#9 | |||||
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Join Date: Apr 2008
Location: New Hampshire
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And then I have to spend another 8 points to reliably hit anything beyond the end of my nose? Even with a skill of 15, against a stationary, SM +0 target, without the time to aim, I'm only at effective skill 10. For 128 points. Sure hope he doesn't dodge. [/quote] Quote:
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#10 | ||
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Join Date: Apr 2008
Location: New Hampshire
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| Tags |
| dungeon fantasy, fantasy, innate attack, magery, magic, talent |
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