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Old 03-08-2016, 06:50 AM   #20
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Revising GURPS Magic

Quote:
Originally Posted by Gnomasz View Post
Has anyone tried using the Time spent rules from Campaigns for magic? Adding yet another pattern, beside those rules and Power Blow, seems like over-complicating things.
There's a variant on it in Worminghall: You can't spend extra time on the spell roll, but you can get a bonus to effective skill in any spell with Symbol Drawing, and you can take extra time on Symbol Drawing, going from one second for a quick squiggle to 30 seconds for an elaborate diagram. That can give you a fair bonus to every spell as a payoff for good lab technique. I tried it out in a campaign about apprentice mages in their first year at university, and it seemed to work pretty well.
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