03-14-2016, 03:49 PM | #121 |
Join Date: Feb 2014
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Re: Revising GURPS Magic
It has been pointed out that these spells are subject to dispelling because they're not instantaneous like healing. In many game worlds, null mana zones exist, as do predictable days or astrological events when magic ceases to function for a period of time. That would make it temporary enough to reduce its value considerably, but long lasting enough to make occasional casting make sense.
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03-14-2016, 05:32 PM | #122 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Revising GURPS Magic
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03-14-2016, 06:17 PM | #123 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revising GURPS Magic
I've seen the concept in novels (usually based on specific conjunctions of the stars or something), but not in an RPG setting.
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03-14-2016, 06:31 PM | #124 |
Join Date: Dec 2007
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Re: Revising GURPS Magic
"Global" is overkill anyway. Mana crashes that happened just in the area covered by, say, a complete solar eclipse would still cause massive devastation in a civilisation where the buildings were all stuff that would disintegrate in a no mana zone.
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03-14-2016, 07:29 PM | #125 |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Revising GURPS Magic
Unless it was a new thing, no one would be that stupid.
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03-14-2016, 09:31 PM | #126 |
Join Date: Aug 2007
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Re: Revising GURPS Magic
Mystara, once know as the Known World for Basis D&D has such a day.
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03-15-2016, 02:10 AM | #127 | |
Join Date: Mar 2013
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Re: Revising GURPS Magic
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03-16-2016, 03:53 AM | #128 | |
Join Date: Mar 2013
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Re: Revising GURPS Magic
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03-23-2016, 06:48 AM | #129 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
Body Control
Might/Grace/Vigor: I have less of a problem with the spells themselves than with their “always on” magic items. While attribute-boosting magic items are very much in the tradition of D&D, attributes are also less important in D&D than they are in GURPS, and if one character gets hold of an item that grants him +5 to DX then that is going to break the system. Therefore, I would limit the “always on” variant to +1. On the other hand, I would allow a “jewelry or article of clothing” variant that would allow the wearer to activate the spell on themselves for the usual energy cost. Enlarge/Enlarge Other: One possible fix has been described in Dungeon Fantasy 1: Adventures, by raising the cost to 15 energy per +1 SM. I think that’s a bit too much - 10 sounds reasonable. However, to prevent “Godzilla” incidents, I would also rule that a single casting can only increase SM by +1, and repeated castings will have to deal with the increased energy cost for targets larger than SM +0 (see GURPS Magic). Though that might give an unfair advantage to creatures smaller than humans, who tend to be disproportionately strong for their size in fantasy settings...
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03-23-2016, 07:19 AM | #130 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Revising GURPS Magic
I limit the number of SM changes on Shrink/Enlarge variants to be one SM per level of Magery, so that more talented wizards are different in the scale on which they can operate the effect. Takes an elvish DF wizard to get into Godzilla territory and other DF wizards can get the Liliputian/Brobdinragian effect.
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