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Old 12-03-2013, 03:08 AM   #1
doulos05
 
Join Date: Sep 2006
Location: Seoul, Korea
Default GURPS Magic Flavor

OK, probably been asked before but I Crit failed my Research roll. What is the flavor of the default magic system described in Basic Set and Magic (with no options). I'm trying to get a feel for what fantasy books/styles have informed it's creation and what kind of power levels, etc, it gravitates to. Campaign assumptions I'm making are Banestorm with 160 point characters. What are my mages going to look like at that point level power-wise (assume they aren't terrible munchkins but they do understand the basics of point optimization. What about after a bit of adventuring (175, 200, and more)? I ask because I've always either run SF games or used magic as powers but I'm curious about what I'm missing.
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