[gurps] Re: Rule of 16?

rekres rekres at gmail.com
Fri Mar 21 23:11:51 CDT 2008


On Thu, Mar 20, 2008 at 11:38 PM,  <hal at buffnet.net> wrote:
> At 09:38 PM 3/20/2008 -0500, Chris wrote:
>  >On Thu, Mar 20, 2008 at 12:39 PM,  <hal at buffnet.net> wrote:
>  >
>
> >>  If you take 100 character points for a mageborn character, and pair off
>  >>  that character against a 100 point fighter, chances are good that the
>  >>  fighter will win the battles on a regular basis.
>  >
>
> >Only if you have a really stupid mage.
>
>
>  Hello Chris,
>   If you note, this was in the original post:
>
>  </begin quote>
>
> If you take 100 character points for a mageborn character, and pair off
>  that character against a 100 point fighter, chances are good that the
>  fighter will win the battles on a regular basis.  The usual proviso is that
>  only those spells within GURPS MAGIC from 3e are allowed to be used by the
>  mage (I agree that some of the spells originally introduced in GURPS
>  GRIMOIRE are WAY too overpowering or unbalanced as compared against the
>  original spells in GURPS MAGIC for 3e - let alone with the rest of the
>  rules!).
>  </end quote>
>
>  Note that I mentioned that some of the spells in GURPS GRIMOIRE are not
>  balanced as compared with the original spells in GURPS FANTASY first
>  edition or the subsequent publishing of GURPS MAGIC for 3e.  Note too that
>  I suggested disallowing their use.  No matter...

1) You stated that the mage was under-powered compared to the fighter,
then you specifically disallow one of the main balancing factors?

Okay, your fighter can't use ranged weapons.  What? Not fair? About as
fair as your taking away 1/3 of the wizards arsenal.  On the plus
side, I was referring to Magic for 4E, which only includes a portion
of the spells from Grimoire.  I stuck to the purely fantasy ones,
leaving out the tech magic.

2) My point is to survive.  Only stupid fighters stand there and allow
someone to attack them.  If my mage gets away, he is alive.  Plus, he
now knows who his enemy is and he has plenty of time to build up his
resources to send them out after the fighter.

Walls: Since when do they have to be in a straight line?  I make a
circular wall around me...
Walk through Earth: Yeah, I can't keep it up forever, but while I'm
underground you have no idea where I am.  I may not be able to see
you, but I can hear you stomping around above me.

3) The spells I mentioned are not cast on the fighter directly, but on
the surrounding area.  He doesn't get to resist them directly so
unless manages to land a blow during the casting he won't affect them.

4) In most fantasy settings, the wizards rarely engage in direct
combat against men-at-arms... that's why they have minions and
bodyguards.  If I have a wizard on the battlefield, he's going to be
back at HQ, using his abilities to spy out the enemy rather than
risking himself in combat.  If he is on the battlefield, he's going to
be using big booms to take out a bunch of the lower resistance
soldiers.... leaving allied fighters to worry about the enemy
champions.

-- 
Chris J. Whitcomb
"I try to keep an open mind, but my brain keep falling out!"


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