05-20-2016, 09:05 AM | #11 |
Join Date: Aug 2004
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Re: Pyramid #3/91: Thaumatology IV
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05-20-2016, 10:43 AM | #12 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Pyramid #3/91: Thaumatology IV
If this spell is what I think it is, I now want this issue.
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05-20-2016, 02:03 PM | #13 |
Join Date: Nov 2014
Location: Pacific Northwest
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Re: Pyramid #3/91: Thaumatology IV
Going over everything, I'm going to be sad to say that most of the articles in this issue aren't really of use to me at this second since I mostly play in the Dungeon Fantasy setting.
However, the Dark Alchemy and Thaumaturgy of Metallurgy have been found suitable awesome, even if PCs can't ever learn the Anvil Strike spell in the DF setting. A suitable combo of the Missile Spell Mastery perk, Arrow spell, and Spell Archery spell already has a place, albeit a rather expensive one, in my heart (Shhh, I don't care how legal it is, just let me dream). And I really need to resist any urges to create a Wand of Blunderbuss using some of Kromm's rules for the fun rechargeable stuff. On the other hand, since one of the players I know has previously played a wizard that pumped up their Basic Speed by quite a bit, this gives a whole nice use for the Speed of Thought perk from the Codex Duello article as well as the nice new specialty for Fast Draw. Overall, I'm definitely calling this issue worth the price for the stuff I can toss into my toolbox.
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05-20-2016, 02:15 PM | #14 |
Join Date: Jun 2006
Location: On the road again...
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Re: Pyramid #3/91: Thaumatology IV
It's the lack of Teleport in the setting, isn't it? Rework the prereqs. ;)
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05-20-2016, 02:20 PM | #15 | |
Join Date: Nov 2014
Location: Pacific Northwest
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Re: Pyramid #3/91: Thaumatology IV
Quote:
Or that they have taken the Psychic Guidance perk for that missile spell. Whoo boy, that could be strangely awesome if that actually did work with Anvil Strike.
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-- "Suppose they make me a halfback. Can I tackle the shortstop or not?" Has Quirk: Incompetence (Sports) [-1] |
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05-21-2016, 08:37 AM | #16 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/91: Thaumatology IV
Speaking solely as "the Monster Hunters guy," and not an editor/staff/etc., I wanted to thank Lex for coming up with Technomysticism. It's a great idea that really expands techies in a new direction, and it fits MH perfectly yet is also something I would never have thought of. I'm definitely putting it on the menu in my future MH games.
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05-21-2016, 08:50 AM | #17 |
Join Date: Sep 2007
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Re: Pyramid #3/91: Thaumatology IV
this issue seems to have disappeared from Warehouse 23 and the main GURPS page.
Is there a reason or is it just a glitch? |
05-21-2016, 09:22 AM | #18 |
Join Date: Aug 2004
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Re: Pyramid #3/91: Thaumatology IV
I'm not sure; I've alerted the tech gurus.
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05-21-2016, 10:00 AM | #19 |
Join Date: Aug 2004
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Re: Pyramid #3/91: Thaumatology IV
Okay; it seems to be back. Please feel free to get the latest issue now!
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05-21-2016, 10:54 AM | #20 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Pyramid #3/91: Thaumatology IV
The Codex Duello article is nicely done, but has the same problem as I've seen with magical duelling systems in other games: why is there all this additional stuff that only happens in formal magical duels? Ars Magica is the only game I've seen with an answer to that, where the duelling mechanics are part of the core of the magic system.
However, in a nice piece of GURPS integration, the fast-draw rules from p10 of Tactical Shooting look as if they'll work fine with Wands at High Noon. |
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pyramid 3/91, thaumatology |
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