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Old 03-08-2016, 01:36 PM   #38
Fred Brackin
 
Join Date: Aug 2007
Default Re: Revising GURPS Magic

Quote:
Originally Posted by dataweaver View Post
Keep the Magic Rituals rules exactly as they are, except that instead of skill level thresholds you use point investments. e.g.:
1 point in a spell: same rituals, cost, and time as listed for skill 9 or less.
2 points in a spell: same rituals, cost, and time as listed for skill 10–14.
4 points in a spell: same rituals, cost, and time as listed for skill 15–19.
8 points in a spell: same rituals, cost, and time as listed for skill 20–24.
12 points in a spell: same rituals, cost, and time as listed for skill 25–29.
+4 points: same as +5 skill.
.
Ick! This severely penalizes flexible mages and benefits no one significantly except the Johnny One-Spell. Not at all what I'd want to do.

At best you are reducing a mages number of spells by a factor of 4. What you should do after that is totally revise the spell list to make the average utility of spells 4x greater.
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Fred Brackin
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