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Old 10-12-2015, 12:04 PM   #22
Desthro
 
Join Date: Nov 2009
Location: Albuquerque
Default Re: Partial Fix of Magic: Fire College

GURPS Magic as written can't be "fixed" because the underlying engine powering it is incredibly faulty and prone to abuse. It needs to be retooled and redesigned from the ground up.

IQ+Magery
Nobody thinks that is okay once they've used GURPS Magic as-is.

Magical Spells are not Skills
But they use the skill system! Sort of. Most of the skills in GURPS are broad and cover a large amount of knowledge or physical skill. The narrower the field, the EASIER the skill becomes. GURPS Magic is not this way; as you have noticed, you need to consolidate the skills in order to make them more appropriate. There are few skill-penalty analogues in GURPS Magic. And the ones that do exist, like he -1 per hex distance penalty, result in a heavy skewing towards spells that AREN'T reliant on distance. Like missile spells, pre-combat buffs, and spells that can be controlled at a distance but not CAST at a distance. There aren't "deceptive" casting techniques to make your resisted spell more likely to penetrate your subject's resistances, or "All-Out Concentration" maneuvers, or "Telegraphing" to make your spells easier to cast. And skill prerequisites. . .

Where Are the Tools?
GURPS Magic had no tools or framework to teach you how to design your own spells or colleges. Worse, one can't even derive a consistent framework because the spells themselves are inconsistent from spell to spell, even between similar spells. What makes a spell VH as opposed to H? What is the difference between expending 1, 2, 3, or more energy? Why do some spells require more prerequisites than others? Why do I even NEED a prerequisite? None of the skills in GURPS have prerequisites. . . But I need them in GURPS Magic?

Comparison to Advantages
People say you can't compare Advantages and Spells. Well, maybe not in terms of outright costs, but you CAN compare them in terms of the flexibility each one provides. Advantages have a huge advantage (heh heh) with the number of building blocks you have. You have the advantage list, enhancements, limitations, and the myriad ways they all interact accordingly. There is very little that you cannot create. Further, since it uses a well-documented set of tools, you can be reasonably assured that it is fair. Spells don't have that flexibility. They just don't, and they should have from the get go.

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I am sure there is more, a lot more. It needs retooled. It won't be, probably not for a very, very, very long time. But I imagine that it will someday.
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