Re: Two long standing house rules.
On the note of mage-only enemies, a flying, diffuse creature with low HP (oh, say, a skull spirit from DF) is very hard to deal with unless you are a mage (Explosive Fireball beats diffuse).
I think a large part is to focus on any outlying issues with Magic. For instance, there is a huge focus on skill 15, due to the -1 FP. There are many tiny spells that probably don't require an entire skill to cast (Light? Haircut?). You can hide those in other skills.
That's a huge thing, actually. Skills are treated a very specific way in GURPS. Magic seems to break this, asking mages to have upwards of 50 (or way more) skills to truly be useful.
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Originally Posted by cosmicfish
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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