Quote:
Originally Posted by johndallman
Somewhat. There's a way of doing what you want in "Variations" on p. 175 of Thaumatology. Drop the FP costs, and use the Magical Scope Parameters (pp. 242-243), treating the modifiers as penalties.
The Discworld RPG's magic system has quite a good (although very simple) set of modifiers that you could use for this.
|
I suppose it's probably also worth mentioning that the other two magic systems were created with advantages a la
GURPS Powers. I would
prefer to keep it similar for Inscription for the sake of simplicity and balance, if at all possible.