Quote:
Originally Posted by combatmedic
Second round Magic System Poll
I have distilled the list of magic systems to the following options:
1)standard GURPS Magic system, with rituals as well as spells
2)standard system but only ritual casting only
3)Path/Book magic with Magery (not everyone has access to Thaumaturgy, which could be a problem, but various ritual systems based on path/book were suggested by contributors)
Please choose just one.
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Of your listed choices I have to pick #1.
I would actually prefer standard Magic _without_ the Ritual Magic option from B.242. That option is poorly concieved IMHO and requires the Expanded Rule of 20 from Thaumatology to patch a glaring hole. The status of the Expanded Rule should probably be made explicit.