[gurps] Rule of 16

Jeff Wilson jwilson at io.com
Thu Mar 20 21:02:33 CDT 2008


From: Anthony Jackson <ajackson at iii.com>
>>> >> Resisted spells are already unfair -- to the non-mages. The rule of 16 
>>> >> is one of the few things that makes resisted spells only moderately 
>>> >> unbalanced.
>> > 
>> > How do you figure?
> 
> High skill fighters typically have less than a 25% chance of hitting one 
> another. Many resisted spells are as or more deadly than being hit by a 
> sword, and combined with a much higher hit chance, are really 
> overpowered IME.

Casters have much fewer decisive "zaps" per day than times a high skill 
fighter can strike for instance at the vitals. Also, the slightest 
amount of Magic Resistance makes the beneficiary all but immune to 
resisted spells, and most others as well.

Resisted spells are so easy to defend against, I generally recommend 
only bothering with the ones that are actually helpful in some way, and 
use unresisted Area spells or conjured beings for offense. Brandon's 
suggestion might make them worthwhile, but it'd be a close thing.

-- 
Jeff Wilson - jwilson at io.com
< http://www.io.com/~jwilson >


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