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PC's always ruining your adventures with magic?
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<blockquote data-quote="Grishnak" data-source="post: 942622" data-attributes="member: 11932"><p>I know I said it would be my last post in the previous but I went to the web page posted by Lord Rasputin and found this thread. So at the end of the day most dm's will be faced with the said problems and they can deal with it as they see fit I did it my way other dm's will deal with it another way. </p><p>Maybe I posted the thread title slightly wrong and should have been along the lines of 'Do PC's rely on magic too heavily in adventures' </p><p></p><p>As a GURPS enthusiast often thrust into the position of Game Master, I do constant battle with those players who always play mages. A continual debate goes on (usually with me on one side and everyone else on the other) regarding the power of mages. I believe that even low-level mages are too powerful. Others in my group feel that a 100-point fighter could easily defeat a 100-point mage. But with the right combination of spells, a good player, and fair die rolls, the mage could, in my opinion, beat just about anything within reason.</p><p></p><p>For this reason, I offer the following tips to fellow GMs. I do not want to make playing a mage less fun. On the contrary, I hope to make mages more challenging and to allow a better game for all involved. If I'd had all these techniques at hand, I could have dealt with the problem without resorting to mass slaughter.</p><p></p><p>Know your mages' grimoires. On several occasions, I have had to curtail entire adventures because one mage had just the right spell for the circumstances. Knowing your mages' potential can be very helpful for coming up with challenging adventure possibilities. Mages should normally be able to assist the party in its efforts, but they should not be able to solve major problems by casting one spell. Very often, however, it is difficult to know every spell a mage has. A 125-point mage could have three pages of grimoire. But do your best to be aware of your mages' potential.</p><p></p><p>Limit starting spells. This is one of the easiest and most effective ways of limiting the power of mages. In my campaign, I have a general rule that mages can only take spells from the GURPS Basic Set. Other spells need strict GM approval. Enforced properly, this rule can help keep the mages balanced with the rest of the party.</p><p></p><p>One final point to Jenale, if you think that getting past every situation with magic is using your grey matter then I guess I must not be of the norm wizard pc by trying to use skills etc aswell as spells. I like something that challenges me not what spells I've read up on the previous week.</p><p></p><p>Anyway thank you all for your replies I've enjoyed the thread.</p></blockquote><p></p>
[QUOTE="Grishnak, post: 942622, member: 11932"] I know I said it would be my last post in the previous but I went to the web page posted by Lord Rasputin and found this thread. So at the end of the day most dm's will be faced with the said problems and they can deal with it as they see fit I did it my way other dm's will deal with it another way. Maybe I posted the thread title slightly wrong and should have been along the lines of 'Do PC's rely on magic too heavily in adventures' As a GURPS enthusiast often thrust into the position of Game Master, I do constant battle with those players who always play mages. A continual debate goes on (usually with me on one side and everyone else on the other) regarding the power of mages. I believe that even low-level mages are too powerful. Others in my group feel that a 100-point fighter could easily defeat a 100-point mage. But with the right combination of spells, a good player, and fair die rolls, the mage could, in my opinion, beat just about anything within reason. For this reason, I offer the following tips to fellow GMs. I do not want to make playing a mage less fun. On the contrary, I hope to make mages more challenging and to allow a better game for all involved. If I'd had all these techniques at hand, I could have dealt with the problem without resorting to mass slaughter. Know your mages' grimoires. On several occasions, I have had to curtail entire adventures because one mage had just the right spell for the circumstances. Knowing your mages' potential can be very helpful for coming up with challenging adventure possibilities. Mages should normally be able to assist the party in its efforts, but they should not be able to solve major problems by casting one spell. Very often, however, it is difficult to know every spell a mage has. A 125-point mage could have three pages of grimoire. But do your best to be aware of your mages' potential. Limit starting spells. This is one of the easiest and most effective ways of limiting the power of mages. In my campaign, I have a general rule that mages can only take spells from the GURPS Basic Set. Other spells need strict GM approval. Enforced properly, this rule can help keep the mages balanced with the rest of the party. One final point to Jenale, if you think that getting past every situation with magic is using your grey matter then I guess I must not be of the norm wizard pc by trying to use skills etc aswell as spells. I like something that challenges me not what spells I've read up on the previous week. Anyway thank you all for your replies I've enjoyed the thread. [/QUOTE]
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