05-28-2015, 07:01 AM | #21 | |
Join Date: Jul 2008
Location: Somewhere you'll never find me, muhaha!
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Re: Magic as Powers: Islands of War
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I haven't seen anything game breaking come up any time recently. Though I have had to change my expectations of how NPC mages should be played, based on tactics I've seen players use, but that's pretty much the same old power-gaming arms race I've been dealing with since day one as a GM. ;-) And I saw some truly fascinating tactics on a PC with Extreme Regeneration, just the other day, spending HP to power spells... I've never seen Fatigue Magery 45 used to throw around minor combat spells like an archmage before. I'm going to have to check that PC for High Pain Threshold in our next gaming session and enforce the pain rules. I've been forgetting that lately: too much role playing, not enough roll playing, hehe. As for GURPS cops, I used to regularly disagree with about half of what Kromm said on the forums the last time I hung around here a lot. Rev. PK, on the other hand, I found often made the same rulings I do, though usually some time after I did. I remember a particular case of getting roasted over the coals by others on the forums for being over generous with limitations on the spells in the wiki, especially one particular limitation. Then some time later, I found on PK's site almost the exact same modifier I'd used. I was amused and felt vindicated. Like I said before, the GM decides what's fun for his game. Who cares what anyone else thinks? If you like my magic system, use it. If you don't, then roll your own, however you like or use the GURPS magic system. You can at least learn from some of my mistakes when building your own and perhaps my completed spells are all you need for your's. I found my GCS files for the current Magery Advantages, BTW. They have close to a dozen modifiers that are each quite lengthy and complicated. They're some of the most complex traits I've ever built, due to so many corner cases. I'll have to put them up on the wiki for the curious. Getting ready for an update, anyhow.
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I write science fantasy novels. You can learn more at my author site. Islands of War is my fantasy campaign setting for GURPS. It includes Adventures. Have trouble drawing dungeon maps? Try Inkscape and my Dungeon Template. I'm building a video game. Last edited by simulatoralive; 05-28-2015 at 08:01 AM. |
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05-28-2015, 07:27 AM | #22 |
Join Date: Jul 2008
Location: Somewhere you'll never find me, muhaha!
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Re: Magic as Powers: Islands of War
I can't find the file for Standard Magery, but as I recall, it was far simpler to build and I may not have resorted to using GCS. Heck if I know where my notes on the current version are.
Here's the current underlying builds of Fatigue Magery and Sorcery, for the curious or those that want a jump start on rolling their own new Magery Advantage. Fatigue Magery: Modular Abilities (Lengthy Catalog, Concentrate Required)
Sorcery: Modular Abilities (Slotted Cosmic Power)
Sorcery is currently a work in progress and has very, very little field testing. So, your mileage may vary. It's likely to change significantly if I ever find a player willing to give it a try with a real character over the long term. There's things I do not like about the build, but it's an experimental prototype that's likely to explode, after all. In retrospect, I wish I'd kept the pricing for Magery the same as in the Basic Set and forced this underlying advantage to be taken in a number of levels that would point-match that price. It would have been smoother for building characters all around and would have simplified the math for fatigue calculations. But, it's a little late now.
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I write science fantasy novels. You can learn more at my author site. Islands of War is my fantasy campaign setting for GURPS. It includes Adventures. Have trouble drawing dungeon maps? Try Inkscape and my Dungeon Template. I'm building a video game. Last edited by simulatoralive; 05-28-2015 at 07:31 AM. |
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