View Single Post
Old 10-31-2015, 04:32 PM   #18
Peter Knutsen
Banned
 
Join Date: Oct 2007
Location: Europe
Default Re: What Makes a Great Magic System?

Quote:
Originally Posted by Michael Cule View Post
There's something to be said for having magic use the same type of mechanics as the rest of the game but there's also something to be said for not having the same set of mechanics for different types of magic. If your mage/sorcerer/wizard is using skill based magic that he powers himself then maybe your summoner/shaman is negotiating with spirits to get them to do stuff and the priest of the gods is following a path of piety and ritual and doing something entirely different.
Recycling the same game-mechanical infrastructure is often fine, though.

Using GURPS Powers, you can design several different magic systems for the same world, by using a different set of Limitations (and Enhancements) for each one, with only a little overlap. And you can define certain magic systems as being unable to do certain things. For instance, maybe Arcane Magic can't heal. Maybe psionics must always have the No Signature Enhancement? And so forth.
Peter Knutsen is offline   Reply With Quote