02-25-2016, 05:00 AM | #31 | |
Join Date: Nov 2013
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Re: How to make magic use friendlier?
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Standard Gurps Magic casters normally do a handfull of small effects or a few big, meaningful ones until they reach enough skill to reduce cost to maintain to zero, normally on a couple of focused spells, and from there its OPland. With focused investment a caster around 150pts could already maintain all his party Hastened all day long for +1 or even +2 to Move and Dodge... Could Bless his group (setting permitting) for +1 for everything, basically... Could keep all his party immune to projectiles with Missile Shield all day long... Could keep all his party immune to an element for as long as needed... . . . That said...there're more modern magical systems that would require less work to produce what you seem to be looking for: Sorcery - Which is a system based on the premisse that range of effects is your limiting factor, narrowing mages on specific fields of action with improvising outside of that being kinda difficult. FP cost is almost non-existant, so while working under their specialty fields, they can cast almost limitless. Ritual Path Magic - You have broad guidelines that define what you can manifest when invoking these Paths, allowing basically all and every effect to be manifested by a caster. Limits are normally time required for castings (which the system also has rules to speed up) and Paths known. Also, there's the option to build abilities and powers using GURPS rules and tackle a Magic (-10%) modifier to them, transforming those abilities into magical effects. This approach touches quite a lot unto Sorcery system, so if you were to use this approach I'd suggest going with the awesome work done on Sorcery. There's also the option of taking the Psionics Powers structure of powers, skills, techniques and abilities and fluffy-switching it to magic, but it seems you're looking for a broader range of possible effects than Psi Powers provide. ------------- Personally, on my setting I use couple different systems together: "Path and Book magic" (from Thaumatology) with setting specific Paths and Books available; "Sorcery" (from Thaumatology: Sorcery) for an elemental tradition using different base elements than ocidental world usual ones; a variation of "Chinese Elemental Powers" with martial art skills limiting and coordinating casting capabilities with Chi Powers and abilities coupled along; a modified RPM system with different Paths governing it; Psionics (from Psionic Powers) for humans; spirit magic represented by a mesh of magic-as-powers and singled out modified spells from the Magic base system that casters can learn directly from spirits. |
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02-25-2016, 07:24 AM | #32 | |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: How to make magic use friendlier?
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02-25-2016, 07:54 AM | #33 | ||
Join Date: Aug 2009
Location: Poland
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Re: How to make magic use friendlier?
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02-25-2016, 01:49 PM | #34 |
Join Date: Aug 2007
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Re: How to make magic use friendlier?
Mostly. The biggest changes are in Missile Spells. This is outlined in Characters. There's about a dozen other changes too.
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Fred Brackin |
02-25-2016, 01:52 PM | #35 | |
Join Date: Aug 2007
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Re: How to make magic use friendlier?
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It's not meant for broad or general use. It's for people who want no more than a handful of very specific spells.
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Fred Brackin |
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02-25-2016, 11:56 PM | #36 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: How to make magic use friendlier?
The standard GURPS Magic system is my favorite magic system in all of tabletop gaming of those I have encountered so far, but it has its flaws. Most of these flaws can be fixed with houseruling of the system as a whole, others require spell re-writes.
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02-26-2016, 04:53 PM | #37 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: How to make magic use friendlier?
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Modifying energy costs is the best way to make magic use frequent. Reduce the energy cost to 1 per casting is a good approach for achieving this effect. This makes it possible for mages to routinely cast spells but still keeps magic exhausting. A more radical approach is to eliminate the energy cost completely. Using the Spell Parameters as outlined in the Flexible Magic chapter is a good way to limit magic under these modifications. |
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02-26-2016, 06:05 PM | #38 |
Join Date: Aug 2004
Location: Austin, TX
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Re: How to make magic use friendlier?
Everything in GURPS is canon and nothing is canon. There are multiple mutually contradictory optional rules in the Basic Set alone, so how could everything be canon?
Stuff from Pyramid is generally but not always less playtested than stuff in the main books. Beyond that, it's up to each GM and the consensus of the players as to what is going to be allowed at a table.
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02-26-2016, 07:46 PM | #39 |
Join Date: Aug 2004
Location: Austin, TX
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Re: How to make magic use friendlier?
If I'm running a grim and gritty Seals in Vietnam game, I use Tactical Shooting and Seals in Vietnam. If I'm running an over-the-top Rambo in Vietnam game, I use Action, Gun-Fu and Pyramid v3 #53 "Buddies and Loners." I don't consult a poll and decide that since most GMs accept Thaumatology: Ritual Path Magic, I should use in my grim and gritty Seals in Vietnam game.
GURPS is a toolkit, and it contains a lot of different optional rules and suggestions for customizing a campaign to fit a particular concept. And then people make house rules to further customize my game. I wrote Better Fantasy Armor, which as a post on a blog is about as unofficial as a set of house rules can be, but they scratched an itch for a lot of people and a lot of GMs use them (as far as I can tell from the page hit counter). That doesn't change the fact that if you get the chance to join Peter Dell'Orto's Dungeon Fantasy game, he uses the Basic set armor weights and costs. And why would it? I think you're trying to import a concept of tiers of canonity from other games, and it really doesn't make sense in GURPS. The only way to know what rules a GM is using is to ask that GM, and it's entirely probably that the answer will depend on which campaign you're playing in.
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02-26-2016, 07:50 PM | #40 | |
Join Date: Feb 2012
Location: America
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Re: How to make magic use friendlier?
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1) GURPS Books and Pyramid, these are generally not considered house ruling. so I would say they are as cannon as you can get. 2) Kromm posts. When Kromm posts something on the boards it becomes as close to canon as it can get without going in a book/pyramid article. 3) Anything else. But, this could easily vary by GM as well.
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