Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-20-2016, 09:23 PM   #31
Leynok
 
Leynok's Avatar
 
Join Date: Nov 2012
Location: Australia WA
Default Re: [Sorcery] Those Other Spells...

Quote:
Originally Posted by Rindis View Post
3) Mages should be unarmored. Unfortunately, Sorcery doesn't support this, and the suggestions in Thaumatology don't help. My current thought is to increase spell fatigue expenditure by encumbrance level, or something similar. (Assuming this isn't just considered a setting switch, how big a modifier on Sorcerous Empowerment would this be?)

-snip-

Any thoughts on spellbooks? The last paragraph doesn't work with Sorcery, but I still like the general explanation, if that ends up being salvageable.
For Armour, I would make that maybe an extra -5% or -10%, probably leaning towards the latter, since having armour is a life saver, and while it doesn't prevent you from using it, it is disencouraging it.

For the spellbook, I like to imagine that Wizards develop and study their magic through it. Not having your spellbook should not allow you to spend any more points in new spells, and perhaps you may even add a compulsory Limitation to Sorcerous Empowerment that requires you to have the book to improvise a spell (turning to the right page).
Leynok is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:16 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.