Quote:
Originally Posted by Kromm
Here's an example of a roleplaying-forward template that uses the traits and rules in this supplement for a GURPS Dungeon Fantasy character that's roughly as "serious" as an innkeeper.
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Oh, I don't really doubt the utility of these spells in a
Dungeon Fantasy game. For a Scholar with IQ 16+, the 1 FP trivial spells are a compelling alternative to perks. Where I'm having trouble is squaring the mechanics with the suggested "magic for the masses" use-case. A setting where everybody is built on 250 points would be extremely silly, even by
Dungeon Fantasy standards. A more typical
Dungeon Fantasy campaign is going to build "average folk" on maybe 62 points (equivalent to bargain henchmen), and while a few of these spells seem like they could be useful at that power level, most don't. I'm not saying these spells aren't useful, period, more questioning
one specific suggested use-case.