08-29-2016, 02:23 PM | #261 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Sorcery
Toni adapted the Sorceror to DF in this Pyramid issue.
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08-29-2016, 02:29 PM | #262 | |||
Join Date: Sep 2004
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Re: GURPS Thaumatology: Sorcery
Quote:
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08-29-2016, 04:00 PM | #263 | |
Join Date: Aug 2016
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Re: GURPS Thaumatology: Sorcery
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As for the under the hood, I didn't quite understand it the first time I read it. Now that I've read this thread and gotten a bit more of a feel for the system, I think I get it... mostly. Thanks! |
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08-30-2016, 11:39 AM | #264 | ||
Join Date: Dec 2006
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Re: GURPS Thaumatology: Sorcery
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See: http://forums.sjgames.com/showthread.php?t=129132 http://forums.sjgames.com/showthread.php?t=30938 Last edited by starslayer; 08-30-2016 at 12:14 PM. |
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08-30-2016, 08:27 PM | #265 |
Join Date: Sep 2004
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Re: GURPS Thaumatology: Sorcery
True. I was thinking he was paying full price for everything, not 1/5 for everything after the first. Didn't read closely enough.
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08-31-2016, 11:59 AM | #266 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Thaumatology: Sorcery
That would usually be a waste of points. Buy 2 at full price and the rest as AA and you can have 2 active spells at the same time but can afford a better variety of spells to choose from.
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08-31-2016, 02:36 PM | #267 |
Join Date: Jul 2015
Location: Phoenix, AZ
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Re: GURPS Thaumatology: Sorcery
Kind of a wacky edge case, but I want to confirm other people's thoughts.
I have a player that wants a somewhat modified sorcerous empowerment (single college, requires catalyst, requires gestures.) Now, the item she wants to use is some rocks that she needs to clang together to cast magic, the clacking and/or grinding is the required gesture. If she needs the items to use magic, I thought I could help her stretch her budget even further (with pros and cons) by using the enchantment rules/generic gizmo rules to say it is the rocks that grant sorcerous empowerment. This comes to about 6 points for level 1 of sorcerous empowerment and about 3 for each additional level... but only if granted through the magic rocks. If she had a few levels beyond level 1 that were innate of her character's person, they would cost more. Finally, after all that preamble, here's my concern: For the sake of hardcore improvisation, and for the alternate ability mechanic, the most expensive spell she can know/improvise still depends on how many points are spent, and the most expensive spell she can softcore improvise depends on how many levels of sorcerous empowerment she has, correct? Also, I assume that no matter how many levels she has, since the stones grant level 1 which costs more for reasons, no matter how many levels she has innately, it's completely useless without the stones. So even if we had a super keerazy situation where someone spent levels that cost: 20, 10, 5, 6, 7, 2, 5, 7 And all of them applied to a particular spell, the character could soft core improvise as if she had empowerment level 8, and hardcore improvise/learn alternate abilities as if she spent 62 character points. Does this sound right?
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08-31-2016, 03:15 PM | #268 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS Thaumatology: Sorcery
Word of caution: In general I find that putting essential advantages in gizmos is a bad idea. It means that the GM either cripples the character or cannot take away the gizmo, making it free points.
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08-31-2016, 05:09 PM | #269 |
Join Date: Dec 2006
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Re: GURPS Thaumatology: Sorcery
I would be ok with this- is it the nature of magic that sometimes it will not be available to the player.
If it is known and understood that magic rocks make magic, then it can be a routine loss of power that rocks get confiscated at the same places where weapons get confiscated- and thus it can be a 'magic free zone' enforced by the same methods a 'weapon free zone' is enforced. |
09-01-2016, 12:03 PM | #270 | |
Join Date: Aug 2016
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Re: GURPS Thaumatology: Sorcery
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Of course, if I am concentrating on another spell, I agree that I couldn't use a blocking spell, unless I had another spell slot open. I disagree that it would have to be in it's own spell pool. This could be better, or worse, depending on the cost of my next highest spell vs. the cost of my highest block spell. Assuming your suggestion, would you price the cost of a blocking spell differently than an indefinite duration spell? For example, Catch Missile costs 11, or 20 points depending on the level you get. Would it be more, less, or the same if purchased as a Blocking spell? How about using the Accelerated Casting advantage from Pyramid 3/82, but add another modifier (Blocking Spells Only, -??%)? I have no idea how much this modifier should be. Thanks. |
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cancellation, powers, thaumatology |
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