07-23-2013, 04:55 PM | #21 |
Join Date: Mar 2010
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Re: Standard magic - effect on gameworld, playability etc.
If your preferred genre is Papers & Paychecks, then you do not sign up to play Dungeons & Delvers. Easy! If you do sign up for Dungeons & Delvers, then you do not try to sabotage it into being Papers & Paychecks. Tis rude to the other people in your group.
Last edited by Sunrunners_Fire; 07-23-2013 at 05:00 PM. |
07-23-2013, 05:06 PM | #22 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Standard magic - effect on gameworld, playability etc.
Gainful employment is pretty much counter genre for most adventuring settings. In any case, the economic uses of GURPS Magic have a tendency to be slow and boring and not really that significant on the scale of a single PC, it's just that if you assume a bunch of NPC mages out there you wind up wildly distorting the economy.
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07-23-2013, 06:28 PM | #23 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Standard magic - effect on gameworld, playability etc.
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With some time and forethought, I find a lot of abuses can be curtailed by applying real world penalties of "manipulating the system". As I haven't read GURPS Magic 4e maybe some of the old tricks don't work, but a lot of them are straightforward: 1) Inflation 2) Politics 3) Mana Zones/Magic Resistance 4) Using the PC's ideas against them Oh, and if this is mostly about access to easy wealth... GURPS is about paying for what you get. If it is hard to justify a mage not being rich and powerful... tell your players they had better take Wealth and Status or have a good reason why their characters lack them and that they'll pay in more than character points if they choose the latter and then try for the former.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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07-23-2013, 06:32 PM | #24 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Standard magic - effect on gameworld, playability etc.
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07-23-2013, 07:21 PM | #25 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Standard magic - effect on gameworld, playability etc.
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I've always been skeptical of claims of "breaking" the game world every since someone told me of his "brilliant" Supers character that required both him and his GM misunderstanding rules for the "Does Knockback Only" limitation and the GM making what I thought was a bad call on eight levels of Increased Knockback. Given how many people are in agreement... yeah, still assuming I just am missing the obvious. >_<
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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07-23-2013, 07:34 PM | #26 | |
Join Date: Jan 2010
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Re: Standard magic - effect on gameworld, playability etc.
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07-23-2013, 07:46 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Standard magic - effect on gameworld, playability etc.
It became slightly more expensive to destroy a planet in 4e, because it changed from a cost per doubling to a cost per +1 SM. Taking a 1 lb rock (about 8 cm) an enlarging it to the size of the earth (12,000 km, or 1.5 billion times larger) is 55 fatigue in 4th edition (+55 SM), 31 fatigue in 3rd edition (x2^31). With the exception of the fatigue costs for regular spells scaling based on SM, everything that's broken in 4th edition was also broken in 3rd edition.
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07-23-2013, 08:16 PM | #28 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Standard magic - effect on gameworld, playability etc.
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Seriously, am I misreading/miscalculating it that badly to get such a dramatically different answer?
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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07-23-2013, 08:36 PM | #29 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Standard magic - effect on gameworld, playability etc.
I recall it's per doubling in linear scale, but making it per doubling in mass just increases the energy cost to 93, which is still plenty attainable by an apocalyptic cult.
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07-23-2013, 09:24 PM | #30 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Standard magic - effect on gameworld, playability etc.
I thank you for your patience Anthony, but I still don't understand how you're destroying the planet with so little Energy... again at least by 3e rules.
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If you doubted my Typing up of the cost, this is just a cut and paste from the errata here: Quote:
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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gm advice, magic |
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