On 2009-07-05, MeaningWhat <meaningwhat2009.DeleteThis@googlemail.com> wrote:
> Bent C Dalager schrieb:
>> (...)
> a blocking spell most certainly is not the SAME weapon as a main gauche,
> fencing weapon or any other weapon. so you should assume it is not at
> some penalty even if you already parried.
> With how many hands you cast a spell depends on how you handle gestures.
Presumably then, a skill 20 caster should not be affected by previous
parries while a skill 19 or below should.
>> It is also not entirely clear to me why I should be getting a +2 to
>> spellcasting for holding a shield, or a -2 for sitting, but both of
>> these are normal modifiers to a parry.
>
> shield: a shield protects in a passive way. so you can concentrate more
> on the ritual/casting.
But then this should be a general bonus for spell casting since all
spells will benefit from the caster feeling more secure.
> sitting: i assume that these modifiers are for melee weapons only.
They are general modifiers for active defense rolls. They do, for
instance, apply to defenses vs missile weapons and they apply whether
you are wielding a weapon or not when you are defending.
> considering spell casting, sitting would extremely hinder your ability
> to use gestures. most likely you could not use your feet. using the
> optional rules on p.M9, you would be at -2 to casting because you cannot
> use foot movements.
The basic rules have skill 20 casters completely unaffected though,
which is not entirely compatible with having posture modifiers for
spells as active defenses.
>> Martial Arts says on p. 100 that if an opponent parried one of my
>> attacks then I can Beat against that attack on my next turn. How do I
>> visualize a Beat on a magical parry and what exactly is the weapon
>> that I am Beating?
>>
> the weapon in this case is nonexistent. it is a spell. it is impossible
> to target a spell with a normal attack. it is something similar to the
> foe dropping the weapon he parried with. it is not there anymore, so
> this Beat option cannot be used.
But nowhere does it say this. The complete absence of any comments as
to how a magical parry is to be treated leads me to conclude that it
is a parry only in the most peripheral sense. It can not be in the
core nature of the spell because this would expose the success roll to
all sorts of unexplainable modifiers and rules.
It also opens up for some nasty abuses. For instance, since active
defenses get to critically succeed on a roll of 3-4 even if the
effective skill was below 3, a caster can use Reflex on some
particularly difficult spell (effective skill of 2, for instance) to
trigger it as an active defense and thereby increase his chance of
success with it. Indeed, if using the buying successes optional rule
this can change an otherwise impossible casting into one that is
guaranteed with the expenditure of earned CPs. Or, for a less extreme
case, it gives you an easy +2 to cast the spell since the friend you
have attacking you will have been told to make it a Telegraphic
attack. Oh, and you're using a large shield of course for another +3
to cast it. This just seems wrong.
Of course, to complicate matters, the Reflex spell says that its
subject spell is an active defense for all practical purposes, except
it doesn't get +3 for Retreat. This seems to indicate that the spell
/should/ be getting all the other modifiers, such as a penalty for
your enemy's Feint on the previous turn etc.
A search on this subject brought up the following comment from the
GURPS line editor:
--
Blocking spells aren't active defense rolls; they're spells that
generate an effect equivalent to a successful active defense if
they're cast successfully. They take literally no time, so they're
faster than any feint or attack, and they don't require the user to
know a damned thing about combat. As such, they're unaffected by the
modifiers that apply to active defenses (Combat Reflexes, Deceptive
Attack, Feint, flanking, footing, posture, Telegraphic Attack,
etc.). Instead, they're affected by the modifiers that apply to spells
(mana level, shock, spells "on," etc.). The GM who dislikes that is
welcome to rule otherwise . . . but there will doubtless be places
where that doesn't make much sense, and I can't help you there.
Believe me, if we had meant for Blocking spells to be active defense
rolls, we'd have said so, allowed them to resist Feint at full skill,
and made the actual defense a roll against Iron Arm/2 + 3 or whatever.
--
This would seem to contradict both the Reflex spell description and
the p. B419 comment about defensive reactions not affected by Shock.
Cheers,
Bent D
--
Bent Dalager - bcd.DeleteThis@pvv.org -
http://www.pvv.org/~bcd
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