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Old 08-07-2015, 03:59 PM   #47
A Ladder
 
Join Date: Dec 2012
Default Re: GURPS Thaumatology: Sorcery

Quote:
Originally Posted by PK View Post
Thank you for pointing this out. Scaling was one of the highest priorities in my mind as I wrote the system, so I really hoped that it came across this way.

However, part of this scaling involves GM calls and caps on area and damage. To address a relevant, specific point raised by BM's review, it's important to follow the guidelines in Damage (p. 10) and not allow 15d Sunbolts unless the campaign and setting call for them. Because this system can scale up to infinite levels, it's crucial that the GM sets appropriate caps.
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I actually use the level of Sorcery as an in-game cap in my DF games. It essentially breaks down to Sorcery 1 allows 1d damage spells. Every 2 levels of Sorcery after that allows an increase in 1d to damage spells. For Specialists they get a point break that shows that specializing allows them to be more powerful in their field than generalists. So Sorcery 3 allows 2d attacks, Sorcery 5 allows 3d, Sorcery 7 allows 4d, etc. This represents a Sorcerer's magical "muscle".

If my math is correct, this roughly keeps on par with Strength based ranged attacks point-wise. So your DF Scout won't feel outclassed damage wise when the Sorcerer picks up Impaling Innate Attacks.

Ergo, you can have a Sorcerer start doing 11d+ attacks, but they'll pay through their nose to get up there.
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