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Old 05-29-2019, 01:35 PM   #6
Fred Brackin
 
Join Date: Aug 2007
Default Re: Magic as Powers (ala Shadowrun)

Quote:
Originally Posted by Kesendeja View Post
G

Doing it that way a 1d firebolt cost 1 qp, and a 6d one would cost 4
the other way of doing it, where each level cost a point would mean that the same 6d firebolt would cost 6 to cast.

But letting mage's buy off some of the cost by other advantages, or create spells of their own works better in the second option.

Any opinions?
How does a 6D firebolt compare to a 7.62mm rifle?

If it's a generic Gurps 6D Burning Innate Attack it's not worth many pts be they CP, FP or Quintessance in comparison to that 7D P rifle round. Especially once you start looking at range. It's true that you can't detect the spell before it's cast but with a good sniper rifle you can fire before the target has detected you.

SR gets around this by nerfing guns to a considerable degree and give spells unlimited range and armor penetration. These things would be very expensive in Gurps.
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