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Old 11-26-2012, 02:36 AM   #41
vicky_molokh
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Default Re: Vote up a Fantasy Setting

Quote:
Originally Posted by combatmedic View Post
Second round Magic System Poll

I'm assuming that supernatural Advantages like Oracle, Blessed, etc. are okay.There wasn't a strong trend towards Powers, but there was significant support for innate magic and special, non ritual/non spell abilities. Advantages work fine, I think.

I have distilled the list of magic systems to the following options:

1)standard GURPS Magic system, with rituals as well as spells

2)standard system but only ritual casting only

3)Path/Book magic with Magery (not everyone has access to Thaumaturgy, which could be a problem, but various ritual systems based on path/book were suggested by contributors)

Please choose just one.

If anyone has questions/comments/concerns about this second poll, let me know.

We will need a winner to move forward on some aspects of setting and possibly racial design.
3)Path/Book magic with Magery (not everyone has access to Thaumaturgy, which could be a problem, but various ritual systems based on path/book were suggested by contributors)

Those who don't have Thaumatology can probably substitute with Ritual Paths with Magery from Basic Set.
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Old 11-26-2012, 05:06 AM   #42
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Default Re: Vote up a Fantasy Setting

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Originally Posted by combatmedic View Post

2)standard system but only ritual casting only

3)Path/Book magic with Magery (not everyone has access to Thaumaturgy, which could be a problem, but various ritual systems based on path/book were suggested by contributors)
I'm not sure to know standard system enough to understand this difference.
As I see it, the fisrt idea allows to use GURPS spells to anyone (after studying them), but not on the fly, requiring special preparation and so on. The second too uses spells, yet only gifted persons cna learn to manage it. For sure, I misunderstood something.
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Old 11-26-2012, 06:19 AM   #43
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Default Re: Vote up a Fantasy Setting

Vicky is correct. 2 should read: Ritual Paths option from sidebar on page 242.


I was thinking of something from 3E.

I'll clear that up.

Check the first post for slight revision.

Last edited by combatmedic; 11-26-2012 at 06:22 AM.
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Old 11-26-2012, 06:23 AM   #44
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Default Re: Vote up a Fantasy Setting

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Originally Posted by combatmedic View Post
Vicky is correct. 2 should read: Ritual Paths option from sidebar on page 242.

I'll clear that up.
I feel that Path/Book has more of a 'Hedge Wizard' feel, which seems underrepresented in RPG Fantasy. Ritual Paths from Basic are totally different beast, but the closest substitute available outside Thaumatology.
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Old 11-26-2012, 06:25 AM   #45
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Default Re: Vote up a Fantasy Setting

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Originally Posted by vicky_molokh View Post
I feel that Path/Book has more of a 'Hedge Wizard' feel, which seems underrepresented in RPG Fantasy. Ritual Paths from Basic are totally different beast, but the closest substitute available outside Thaumatology.
Right.



But I want to learn what other people think before I cast a vote.

Last edited by combatmedic; 11-26-2012 at 06:28 AM.
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Old 11-26-2012, 07:10 AM   #46
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Default Re: Vote up a Fantasy Setting

Quote:
Originally Posted by combatmedic View Post
Second round Magic System Poll

I'm assuming that supernatural Advantages like Oracle, Blessed, etc. are okay.There wasn't a strong trend towards Powers, but there was significant support for innate magic and special, non ritual/non spell abilities. Advantages work fine, I think.

I have distilled the list of magic systems to the following options:

1)standard GURPS Magic system, with rituals as well as spells

2)standard system but only ritual casting only

3)Path/Book magic with Magery (not everyone has access to Thaumaturgy, which could be a problem, but various ritual systems based on path/book were suggested by contributors)
.
My vote is currently for #2.

However, I'd be ok with some rare exceptions. For example, demons or other such beings might have access to powers that mortals normally wouldn't.



edit: Further thoughts... I like how learning spells is described under the Thaumatology skill. The spells as described in Basic and/or Magic could be the core "pure" versions of a spell --the ideal version. Getting there might lead through versions which do not work exactly as advertised. It may also be possible for someone who is exceptionally skilled to push beyond the limits of those core versions and venture into building a better fireball. The core version of spells would still be used to figure out the prerequisite chain for the purposes of penalties and the various other rules. The idea of magical styles is something I'd be open to.

Last edited by Johnny Angel; 11-26-2012 at 07:19 AM.
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Old 11-26-2012, 07:44 AM   #47
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Default Re: Vote up a Fantasy Setting

Given the three options presented, I'm throwing my vote behind Option #3: Path/Book Magic.
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Old 11-26-2012, 07:46 AM   #48
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Default Re: Vote up a Fantasy Setting

Quote:
Originally Posted by combatmedic View Post
Second round Magic System Poll

I have distilled the list of magic systems to the following options:

1)standard GURPS Magic system, with rituals as well as spells

2)standard system but only ritual casting only

3)Path/Book magic with Magery (not everyone has access to Thaumaturgy, which could be a problem, but various ritual systems based on path/book were suggested by contributors)


Please choose just one.


Of your listed choices I have to pick #1.

I would actually prefer standard Magic _without_ the Ritual Magic option from B.242. That option is poorly concieved IMHO and requires the Expanded Rule of 20 from Thaumatology to patch a glaring hole. The status of the Expanded Rule should probably be made explicit.
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Old 11-26-2012, 08:11 AM   #49
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Default Re: Vote up a Fantasy Setting

#3: book/path magic. It somehow ... feels more like magic.
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Old 11-26-2012, 08:42 AM   #50
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Default Re: Vote up a Fantasy Setting

I am with Fred;

Option 1 please
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