A Staff in GURPS Magic eliminates 1 yard of range penalties for every yard of length. So you can wave -2 of penalties with a staff, -1 with a wand or short staff.
What if it provided a bonus instead? +2 for a full sized staff. +1 for a wand or short staff. And that's it. A flat +1 or +2 for using a magical tool.
I think this would make things a little easier. Instead of extending reach, you just get a flat bonus. It would encourage a full sized staff instead of a shield and a short staff. The cost probably should be more like $20/point to enchant. $40 for a staff with Staff on it is a little low for a +2. $610 is more like it. But it would be worth it.
Just a thought, I haven't tried this at all.
Note, this is +2 effective skill, not base skill. See here.
That would be a huge benefit for a fresh character. Well worth the $610!
ReplyDeleteI like it, but you could still have Staff and Shield, the Wizzie just needs to wield it as (blunt) Spear and Shield.
ReplyDeleteThough honestly, unless they have a really nifty reason to have a shield, I'm not seeing how it's better than just Staff alone (because any Wiz worth their salt will have Missile Shield or Reverse Missiles).
On one hand, I like that this makes magic a little more plausible for non-munchy casters. IQ+M-2>=15 is such a breakpoint.
ReplyDeleteOn the other hand, this is a +2 bonus for every spell that wasn't taking a -2 penalty for range before. I worry that this might make wizzos even more niche stealy than before.
This is +2 to effective skill, not to the skill level of the spell. You'd need still need a base skill level of 15 to get a -1 to energy costs, or a 20 for a -2 and half casting time, and so on.
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