04-19-2014, 10:20 PM | #1 |
Join Date: Nov 2012
Location: Texas
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Two long standing house rules.
I'm not certain if anyone else has used this house ruling or not. We've been running GURPS and several other systems for some time and magic has always seems under powered in some aspects. We, as a game group, found two things to alleviate this little problem.
1. All Buffing Spells (Armor and Shield excluded) have an area of effect equal to the caster's Magery in hexes. 2. All attack spells gain a +1 to damage per level of the caster's Magery. Anyone else have house rules pertaining to Magic? Also if anyone has house rules pertaining to Modular Abilities or Wild Talent, I'd like input on them as well. |
Tags |
house rules, magery, magic, wild talent |
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