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Old 02-10-2018, 07:57 PM   #12
Anaraxes
 
Join Date: Sep 2007
Default Re: Mod idea: a bit more Tolkien-y

Quote:
Originally Posted by tanksoldier View Post
I'm trying to think of a way to make spell-like effects more expensive but not completely unobtainable... buying them like a superpower or something.
On the GURPS forum, that common practice is usually called "magic-as-powers". Such abilities are built out of Advantages and modifers (Enhancements and Limitations). GURPS Powers is a useful addition to the Basic set. GURPS Psi Powers and GURPS Thaumatology: Sorcery provide a couple of nice worked examples with some "under the hood" explanations showing how the abilities were built, so you can learn from them for designing your own abilities.

GURPS has a lot of appeal for players that like to build their worlds and tinker with systems. Magic's one of those, important to the feel for fantasy games. The question isn't "how does magic work in GURPS" but "which magic system and options are you going to start with in GURPS, and does that give you the feel you want, or are there some other changes you're interested in making?" There's many more ways than one to do magic.

As Kromm said, head over to the main GURPS forum if that's where your interests lie. DFRPG is aimed more at all those players that just want to crawl some dungeons, kill monsters, take their stuff, and have some fun without having to make all those choices and tinker around with rules systems.
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