09-01-2016, 08:28 PM | #271 | |
Join Date: Dec 2006
|
Re: GURPS Thaumatology: Sorcery
Quote:
That could possibly be mannaged by taking an SoP perk, but you would still need the second to load that blocking spell (or go away from it). If you instead build your 'blocking spells' pool separately then there is ALWAYS A blocking spell loaded (now if its the most applicable one, that is a different matter), there is never a question of 'do you have a spell loaded that can be used for a power block/parry' However if you are judicious with your spell selections (so that you are only ever selecting one 'normal' spell and one blocking spell) then you could achieve the same effect- though you've hit the nail on the head when it comes to costs; likely your most expensive blocking spell is going to be less expensive than your second most expensive normal spell. A 'blocking spell' is just going to be a power that you can make use of power block, power parry, or power dodge with. As a result of this they don't need to be overly expensive- a simple 2 point burning attack with meele will let you power parry (and effectively get the effect of the 'iron arm' spell). Now if its a purpose built blocking spell it can use 'reduced duration 1/60th' since it only needs to last the single second in which it was activated. I will try to give you my thoughts on accelerated casting in another post- but off the cuff I would think -20%, however if it is already based on ATR (-80% only to change spells) there would be no discount because you have already hit a -80% reduction in cost. |
|
01-23-2017, 03:18 AM | #272 |
Join Date: May 2015
|
Re: GURPS Thaumatology: Sorcery
So far I am pretty happy with this book but I am running into one confusing factor when using the example spells to make my own. "Indefinite" duration. I don't really see any explanation for it in the spells using it. Not in the spells statistics or any of the original advantages I checked. Is this a known gurps feature I have just managed to fail to come across?
I can't find anything on it beyond the maintaining spells section. And absolutely nothing to guide me apply it properly myself. I am tempted to just ignore it but the rest of the book is so well thought out I don't want to do that if I can gain an understanding. Also I am curious if not being able to end your spells and needing the cancel spell is a key feature to the system or just part of the example spells? |
01-23-2017, 03:48 AM | #273 |
Join Date: Jun 2006
Location: On the road again...
|
Re: GURPS Thaumatology: Sorcery
For a spell to be of "indefinite" duration, you'll probably want to put "Once On, Stays On (+50%)" (Powers, p. 109) or "Increased Duration (Permanent until dispelling condition is met) (+150%)" on the base advantage. Which one you use would depend on if it's an indefinite physical change (ala Alternate Form) or some other type of otherwise transient ability.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
01-23-2017, 09:43 AM | #274 | |||
Join Date: Sep 2004
|
Re: GURPS Thaumatology: Sorcery
Quote:
Quote:
Every spell in Sorcery has the Costs Fatigue limitation (B111, Sorcery 13), which means that you get the effect at a cost of 1 FP for a set duration. The default duration of that is 1 minute in GURPS, so this is a direct application of that. The Indefinite spells haven't played with that default time, and are letting you just keep the existing spell going instead of having to start over with casting (and aiming, etc.). Quote:
My own spell collection has gone hard down that line, with nothing being Indefinite and no Cancel Spell available, but that's the flavor of what I'm borrowing from.
__________________
My blog: All my hobbies, all the time |
|||
01-23-2017, 11:20 AM | #275 |
Join Date: May 2015
|
Re: GURPS Thaumatology: Sorcery
Rindis, thanks for the detailed answer! I guess the confusing part for me was I was thinking of a lot of these powers as having no duration by default. It hadn't clicked that indefinite wasn't representing a duration so much as the addition of a default 1 fatigue cost by the normal gurps rules. Makes perfect sense now!
|
01-23-2017, 12:29 PM | #276 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: GURPS Thaumatology: Sorcery
Quote:
So that left two options: (A) add Cancellation (+10%) to every Affliction and also come up with a similar enhancement for Persistent abilities (and the handful of spells that use a third fixed-duration build), or (B) come up with a very inexpensive spell that amounts to a 2-point surcharge for flexibility. Since (B) was both simpler and (in nearly all situations) cheaper, I went with it.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|
Tags |
cancellation, powers, thaumatology |
|
|