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Old 07-11-2013, 01:39 PM   #21
Jachra
 
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Join Date: Dec 2011
Default Re: Updating/recreating GURPS Mage the Ascension to 4ed

Quote:
Originally Posted by starslayer View Post
or not everyone is a mage then you may be giving a serious imbalance to mages (wither for or against I am not sure).
That, sir, is how Mage is played.
Some settings are just unfair to norms, it is true.

That said -

Sandman, I would recommend against qualifying everything with lots of enhancements/limitations. You are making this for a single setting that (probably) won't cross over with any others. If you want it to be point-consistent with GURPS in general, I suggest putting the formulae in the back so people can see.
Try to emulate the setting's feel first, make the mechanics match that.

A critical thing about M:tA that I think even the oWoD game didn't do very well is making sure you felt like a reality-bender from the very earliest stages - your arete scores started out so crappy you were lucky not to blow it on the first try. nWoD's Mage at least let you add enough dice that a starting char had a passable chance to work effects (though even that one fell short, most of the time.)
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Last edited by Jachra; 07-11-2013 at 01:43 PM.
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