08-06-2015, 10:10 PM | #11 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: GURPS Thaumatology: Sorcery
(On tablet, excuse errors and brevity.)
Anyone besides me think good system for Last Airbender? ************** Re: Divine Favor. I think DF mostly improv, few learned prayers (Dungeon Saints from Pyramid opposite), yes?
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08-06-2015, 10:17 PM | #12 |
Join Date: May 2011
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Re: GURPS Thaumatology: Sorcery
Man, this is cool.
I feel like this would work in a campaign where Divine Favor is used with a lot more parity than the skill-based Magic system from Basic. I've had Divine Favor and skill-based in a campaign, side by side, and I think the players perceived Divine Favor to be much less flexible (due to not taking frequent advantage of general prayer, no doubt) but more reliable and potent. This seems like a great way to stack sorcerers against paragons in a balanced way. I like it better than RPM for fantasy games, since there is less emphasis on getting everything prepared beforehand like D&D or Vance or whatever. RPM fits hidden magic nicely, but this is just so much more intuitive for me in an openly magical setting. Nice work, PK! This is one of those supplements that reads well and offers me immediate utility. Some of the new enhancements/limitations are very handy, too. cannot believe you did Haircut, but it is actually a very useful example of how to build something that is more useful in a game |
08-07-2015, 12:25 AM | #13 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS Thaumatology: Sorcery
Perfect, first day of my holiday and a really ingenious book waiting for me.
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My GURPS and mapmaking blog: The Blind Mapmaker |
08-07-2015, 02:45 AM | #14 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
Quote:
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08-07-2015, 05:24 AM | #15 |
Join Date: Nov 2012
Location: Australia WA
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Re: GURPS Thaumatology: Sorcery
Well, I was supposed to be saving money, but it looks just to good to put off.
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08-07-2015, 06:27 AM | #16 |
Join Date: Aug 2007
Location: Rochester, MN
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Re: GURPS Thaumatology: Sorcery
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08-07-2015, 06:37 AM | #17 |
Join Date: Aug 2004
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Re: GURPS Thaumatology: Sorcery
That should be the first one in the Inventing New Spells sidebar on p. 13. (Also, we do our best to put new power modifiers in the Index... and, indeed, I note this one is listed. Whew; no errata about this!) :-)
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08-07-2015, 07:27 AM | #18 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS Thaumatology: Sorcery
Definitely a worthy read, I posted a review on my blog. My advice: don't buy it for the converted spells (they may not be quite what you expected), buy it for the expanded Sorcery system and especially for the enchantment rules.
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My GURPS and mapmaking blog: The Blind Mapmaker |
08-07-2015, 08:06 AM | #19 | |
Join Date: Oct 2009
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Re: GURPS Thaumatology: Sorcery
Quote:
On a possibly related note, I'm still looking for a good Magic replacement that plays nicely with 150-200 starting point characters. Last edited by Miles; 08-07-2015 at 08:11 AM. |
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08-07-2015, 08:40 AM | #20 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: GURPS Thaumatology: Sorcery
Quote:
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cancellation, powers, thaumatology |
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