07-03-2008, 11:00 PM | #1 |
Join Date: Aug 2004
Location: Danville, VA USA
|
Dungeon Fantasy and Thaumatology
Are there any tweaks or options in GURPS Thaumatology that would work well with Dungeon Fantasy?
|
07-04-2008, 12:54 AM | #2 |
Join Date: Aug 2004
|
Re: Dungeon Fantasy and Thaumatology
Bring in the "Sorcerer" ahem class. Magicians using High Ceremonial Magic (aka the system which was Ritual Magic back in 3rd edition). Unlike what is now called Ritual Magic in GURPS, where you're accessing the same spells as a standard magic wizard, you're dealing with a different spell list and conditions to cast spells.
The Umana rules will definitely make standard wizards more potent.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
07-04-2008, 04:11 AM | #3 | |
Join Date: Aug 2004
Location: U.K.
|
Re: Dungeon Fantasy and Thaumatology
Quote:
__________________
-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
|
07-04-2008, 07:05 AM | #4 |
Join Date: Aug 2004
Location: Austin, TX
|
Re: Dungeon Fantasy and Thaumatology
My group is having a vague discussion of making all Clerics/Druids use Threshold Magic, while Wizards use Fatigue Magic. I'd also like to see a Shaman class that uses the Summoning rules on p 209.
|
07-04-2008, 07:13 AM | #5 | |
Join Date: Aug 2007
|
Re: Dungeon Fantasy and Thaumatology
Quote:
After you see "Hey, I could pump 30 pts into a single spell!" you need to catch the part where it says "but it's only safe to do that once every 4 days.". 4 days is a long time in a dungeon. IMHO of course, but Umana is better used as a way of changing the feel of how magic works in a campaign than as a simple booster for the magic power level. You want more power, spend more pts. Umana has definite ups and downs to it.
__________________
Fred Brackin |
|
07-04-2008, 07:35 AM | #6 |
Join Date: Sep 2004
Location: Canada
|
Re: Dungeon Fantasy and Thaumatology
Seconding the "Threshold magic != more power" - at least with the default assumptions (30 threshold, recovery 8 daily).
Mages are often expected to do tasks like shed light in dungeons, create food and water, protect party members from the elements, and buff people up. They're a great convenience... However, when you're working on Threshold, assuming a party of 5 adventurers, just giving everyone DR 1 with the Armor spell at skill 15 will blow through 5 of your 8 daily recovery. Actually casting missile spells in combat, casting Glow or Daylight to illuminate a battlefield, or using an Area spell to try and take out a lot of mooks and simplify the combat - casting even at the modest levels that FP-based mages use is going to chew through your Threshold like crazy. Trying the kind of crazy stunts that Thresh encourages is going to blast it even quicker. If you try and do three or four fights in a single day, as is pretty easy to do on the FP system, your mage is going to risk explosion by the end of the day, and on the SECOND day all of a sudden your mage is looking at every fight as depleting his resources. So basically a Thresh mage will only cast the "creature comfort" spells if he can cast them for free, or if it's a crisis. In fights he's going to rely on plinking with free 1d fireballs or lightning balls way more than he's going to poor out the single-target damage. This changes the logistics of dungeon crawling significantly.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
07-04-2008, 08:10 AM | #7 | |
Join Date: Jun 2006
|
Re: Dungeon Fantasy and Thaumatology
Quote:
__________________
-- MA Lloyd |
|
07-04-2008, 09:52 AM | #8 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
|
Re: Dungeon Fantasy and Thaumatology
Quote:
|
|
07-04-2008, 10:19 AM | #9 |
Join Date: Aug 2004
Location: Danville, VA USA
|
Re: Dungeon Fantasy and Thaumatology
We used Unlimited Mana alot back during our 3e days, and our experiance was much like the above. In the first fight Wizards were very, very, scary; after that, not so much (unless they were desperate). I only once had a PC go critical (in the nuclear sense)and I think the example of that poor pitiful ummm... fellow was enough to keep anyone else from coming close to their threshold. Anyway, unless there is a great hue and cry otherwise and I feel their reasons are good I won't be using UM this time out.
I want wizards to be useful during each encounter, (it's for their own good), so I am going with the standard Fatigue/energy reserve powered magic. My only house-rule so far (because I have always hated the skill breakpoints in magic) is a slight variation on "Skill-Based Energy Costs For GURPS Magic" by Robert Neal Byles, found in Pyramid magazine. I suppose that I am now looking for rules for the wizard equivalent of "Extra Effort in Combat". Also things that would increase that "Old-school FRPG" feel without stepping on the nostalgic, modern, player's fun. Thanks for the input, |
07-04-2008, 11:20 AM | #10 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Dungeon Fantasy and Thaumatology
There's lots of funky stuff that could serve you well in a DF game. Looking through the Table of Contents:
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
Tags |
dungeon fantasy, thaumatology |
Thread Tools | |
Display Modes | |
|
|