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Spellcasting tactics

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Old December 7th, 2007
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Default Spellcasting tactics

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Originally Posted by Nightshade View Post
...
Small healing spells are quick enough few melee attacks can land before they're off. You just don't try and to the big ones (at least on yourself) while in melee.
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Even a single melee attack is sufficient to disrupt the spell, and the result is that you're not healed. I'm not saying that it should not be tempted, nor that it never works. I'm just saying that it is easy (very easy in fact) to disrupt and that you can't count on being healed.


Runequestement votre,

Kloster
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Old December 7th, 2007
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Originally Posted by Kloster View Post
Even a single melee attack is sufficient to disrupt the spell, and the result is that you're not healed. I'm not saying that it should not be tempted, nor that it never works. I'm just saying that it is easy (very easy in fact) to disrupt and that you can't count on being healed.


Runequestement votre,

Kloster
One nasty tactic liked to use was having one of the supporting characters sit back with a bow and purposely go for foes who are trying to cast. Since the first shot goes off a DEX SR it would beast just about any spell, and certainly anything with any real POW in it.
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Old December 7th, 2007
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One nasty tactic liked to use was having one of the supporting characters sit back with a bow and purposely go for foes who are trying to cast. Since the first shot goes off a DEX SR it would beast just about any spell, and certainly anything with any real POW in it.
That was considered pretty standard operating procedure for both PC's and NPC's in most RQ games I've played in. Knock that spellcaster off his spell only makes sense.

A favorite tactic of mine is to buff up with defensive magic and then stand there pretending to cast spells just to draw missle fire away from the guys doing the real work.
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Old December 7th, 2007
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That was considered pretty standard operating procedure for both PC's and NPC's in most RQ games I've played in. Knock that spellcaster off his spell only makes sense.

A favorite tactic of mine is to buff up with defensive magic and then stand there pretending to cast spells just to draw missle fire away from the guys doing the real work.
That's one of the unspoken perks of Disurpt, too. You can usually get one off faster than someone can cast a powerful spell, and make them wast MP's too. Some of my RQers could really screw up GMs in d20 games with RQ tactics. I shut down the big bad NPC wizard, with a 2nd level elf wizard armed with bow and magic missile (the ultimate disrupt). It isn't what magic you know, but what magic you can manage to cast under combat conditions!

But cler RQers can be nasty. In RQ2 a lost limb was worth a point or two of Countermagic or Invisiblity. Once I saw a Storm Bull chop the weapon arm off of a big bad Broo that was loaded with chaoitc features, then cast Beserker on it so it couldn't heal itself.
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Old December 8th, 2007
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Originally Posted by Atgxtg View Post
That's one of the unspoken perks of Disurpt, too. You can usually get one off faster than someone can cast a powerful spell, and make them wast MP's too. Some of my RQers could really screw up GMs in d20 games with RQ tactics. I shut down the big bad NPC wizard, with a 2nd level elf wizard armed with bow and magic missile (the ultimate disrupt). It isn't what magic you know, but what magic you can manage to cast under combat conditions!

But cler RQers can be nasty. In RQ2 a lost limb was worth a point or two of Countermagic or Invisiblity. Once I saw a Storm Bull chop the weapon arm off of a big bad Broo that was loaded with chaoitc features, then cast Beserker on it so it couldn't heal itself.
Thats the reason why I dont like the magic system of RQ anymore. It feels too technical and thus can be easily exploited by rule mongers. Nowadays I prefer much more the magic systems of SB1 or SB5.
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Old December 8th, 2007
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Well, SB5 has essentially the same stuff as battle magic. As long as countermagic exists it can be used offensively.

Personally, I liked the ability to use spells tactically, and creatively. I don't have a problem with sniping the mage while he is casting too.
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Old December 8th, 2007
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Well, SB5 has essentially the same stuff as battle magic. As long as countermagic exists it can be used offensively.

Personally, I liked the ability to use spells tactically, and creatively. I don't have a problem with sniping the mage while he is casting too.
There are fundamental differences in SB magic and RQ magic. Most magic is built on elemental/demon summoning. And the other magic system (if you like to use it at all) which relies on spells is also different. Spellcasting lasts always 1 turn and is conducted in a special magic subphase before the action subphase, with highest INT begins. Using the rules to snipe around because of rule knowledge is nearly impossible. The only you can do magically against an enemy sorcerer is to have a higher INT attribute or cast the spell a turn before. There are 2 counterspells in the system but the sorcerer has to plan in advance before casting them. They are not metagaming informations like "I cast disruption because I - the player behind the PC not the character himself - know that its just a fast 1 point spell which can interrupt the 5 points heal spell of this mage over there".

If you like to play the game more tactical thats ok for me. I am just wondering if you see magic just as another gadget to reach your PCs goals similar to a pocket calculator.
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Old December 8th, 2007
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If you like to play the game more tactical thats ok for me. I am just wondering if you see magic just as another gadget to reach your PCs goals similar to a pocket calculator.
I'm in the middle here. I don't mind tactical options at all, so long as they're tactical options that make sense in the world for the characters to be aware of and take advantage of. For example, the idea of getting off a quick Disrupt to mess up someone else's magic makes perfect sense to me. That's a valid tactical choice: toss at the spell caster who is most likely to resist it and ignore it completely, with a payoff of fouling his spell; or, toss at the big baddie charging you who is more likely not to resist it and is quickly closing to melee range. I probably would have issues with a Storm Bull using a sacred spell, like Fanaticism/Beserk, on a chaos creature. At the very least, that decision would lead to some interesting religious consequences for the character, including some sort of heavy duty penance.

FWIW, I allow spell casters to restart their spell midround if it's interrupted, with a small SR penalty. I don't recall if that's "as written" or a houserule. If the latter, it's another chance for Nightshade to be flabbergasted by my not playing be the rules-as-written!
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Old December 8th, 2007
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FWIW, I allow spell casters to restart their spell midround if it's interrupted, with a small SR penalty. I don't recall if that's "as written" or a houserule. If the latter, it's another chance for Nightshade to be flabbergasted by my not playing be the rules-as-written!

Usually that was a 3 SR penalty in RQ3. Personally, I thingk I would modify that and jut use DEX SR, or if I wanted to get technical maybe give an INT SR that is used to "think fast".
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Old December 8th, 2007
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[quote=Enpeze;3668]There are fundamental differences in SB magic and RQ magic. Most magic is built on elemental/demon summoning. And the other magic system (if you like to use it at all) which relies on spells is also different. Spellcasting lasts always 1 turn and is conducted in a special magic subphase before the action subphase, with highest INT begins. Using the rules to snipe around because of rule knowledge is nearly impossible. The only you can do magically against an enemy sorcerer is to have a higher INT attribute or cast the spell a turn before. There are 2 counterspells in the system but the sorcerer has to plan in advance before casting them. They are not metagaming informations like "I cast disruption because I - the player behind the PC not the character himself - know that its just a fast 1 point spell which can interrupt the 5 points heal spell of this mage over there". [qoute]

I was specifally thinking of SB5, RQ inspired spells. I am famialr with the summoning system. But it has been awhile since I pulled out SB5/Elric! and I thought that you did subtract POW spent from your DEX to see when a spell went off. But, like I said, it's been awhile.

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If you like to play the game more tactical thats ok for me. I am just wondering if you see magic just as another gadget to reach your PCs goals similar to a pocket calculator.
No, I just like the idea of being able to do something to stop someone from casting a spell. It is part of the genre. Plus I also think that is makes a lot of sense that a guy who is getting feathered with arrows isn't going to be able to get a spell off, unless it is quick. Plus, I like the idea of more powerful spells taking longer to work. It can add some drama too, as the other characters have to protect the caster so they can complete the spell.


But thats RQ battle magic. For another setting, I might favor something else. I'm rather fond of Ars Magica for the flavor and feel of magic. At one time I adapted parts of it to replace the RQ3 Sorcery system. O like the idea of learning types of magic and getting better spells in that type as you skill improves.

Wish I had a copy of Authentic Thaumaturgy. I'd like to see it. I'm just dying to throw together a more mystical/arcane magic system for BRP. Strombringer's magic system is just too overpowering. Guy with demon beats guy without demon. Not a fun situation to role-play.


One thing about me though is that my "style" of play varies depending on what sort of game/setting I'm trying to run.
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