09-23-2016, 11:25 AM | #21 | |||
Join Date: Jun 2013
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Re: [Std Magic] How have you fixed Bless?
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As for low performers, note that Bless may well serve to make some of those who are otherwise unfit to make it in the workforce to simply have slightly less output and leisure time - that Village Blacksmith upthread needs ST, Farming, and Smith at 11 each, but with Bless he might be able to get away with having each of those at 10. People could become overly reliant on the spell, resulting in many being in such a category - meaning your society might not see a real gain from the spell, but rather ocasional loss during the periods when people's Bless has run out but hasn't yet been renewed. That's heavy on the Skepticism side of the Sliding Scale, of course, so needn't be the way your world works. Quote:
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09-23-2016, 12:26 PM | #22 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Std Magic] How have you fixed Bless?
The easiest fix for bless is to simply not allow it in a game, but it does have some value. I would be inclined to completely change what both bless and curse do --for example:
Bless Assigns the target character a good Destiny, equivalent to a 5, 10, or 15 point Destiny for a 1, 2, or 3 point Blessing. Unlike Destiny as an advantage, a blessing can be removed or resisted: it ends (but averts or adjusts the event) if an event would make the destiny impossible, and it has an effective skill for achieving that destiny equal to the spell skill. Curse As bless, but a bad destiny instead of a good destiny. |
09-23-2016, 12:51 PM | #23 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Std Magic] How have you fixed Bless?
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09-23-2016, 02:53 PM | #24 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Std Magic] How have you fixed Bless?
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Question is - is the spell in need of a fatigue cost change for something like that? Maybe the duration of the Destiny has to be within a given time frame - say, a day for the 1 point version, a month for the two point version, and maybe 30 months for the 3 point version? |
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09-23-2016, 03:07 PM | #25 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [Std Magic] How have you fixed Bless?
I've long been a fan of changing spells where required, to fit the GM's mindset or worldview as the case may be.
Imagine what would happen if someone said "Let's have a GURPS MAGIC 2" book, where people actively made an effort to create singular spells WITHOUT the prerequisites listed, leaving that up to the GM him/herself to determine for their own game universe. I'd like to see spell descriptions where the spell does something at a lower skill level, and the higher the skill level, the better the spell itself is. Or instead of that, have "maneuvers" for the spell such that the spell caster can accept given penalties to his spell casting in order to procure the special capabilities for the spell. There are times when I think that GURPS MAGIC should have been rewritten to change the requisites for DESTROY MANA to require SUSPEND MANA before they could destroy it. I've also never been fond of the quirking rules for POWERSTONES simply because those quirks never appeared in a standardized fashion, nor was it applied evenhandedly on all enchantments. In my campaign world, BLESS PLANTS uses up the land twice as fast - it doesn't teleport the materials into the plant to make it more bountiful. It doesn't change the genetics of the seeds to where it has more grains per head than is normal. Otherwise, one could PLANT those seeds instead of eating them and having a non-stop double yield going forward. One could change things with the Bless spell as well. Make it so that instead of affecting EVERYTHING, it affects a more narrow field of endeavor (making it less costly in energy perhaps?). Or perhaps as Anthony mentions, it grants certain destinies. Problem with that then, is that it would be a MORTAL granting destinies instead of divine favor - something that the Immortals might frown upon. In one campaign I ran set in ATLANTIS: THE SECOND AGE, using the Resurrection spell didn't bring the person back to life, it allowed you to enter the death realms to bring the soul back - if you could. Cerebus would not let any souls back through something as mundane as a spell! So, experiment with the spells, rewrite them, make them WORK for your world view as the GM instead of just using them as written. It is largely the fact that many of the spells originally introduced in GURPS GRIMOIRE (now contained within GURPS MAGIC for 4e) that I felt violated the metaphysics set forth in GURPS MAGIC (now GURPS CLASSIC MAGIC). So, ban some spells, modify them, write your own. MAKE your magic um... Magical? ;) |
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