Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-11-2013, 01:39 PM   #21
Jachra
 
Jachra's Avatar
 
Join Date: Dec 2011
Default Re: Updating/recreating GURPS Mage the Ascension to 4ed

Quote:
Originally Posted by starslayer View Post
or not everyone is a mage then you may be giving a serious imbalance to mages (wither for or against I am not sure).
That, sir, is how Mage is played.
Some settings are just unfair to norms, it is true.

That said -

Sandman, I would recommend against qualifying everything with lots of enhancements/limitations. You are making this for a single setting that (probably) won't cross over with any others. If you want it to be point-consistent with GURPS in general, I suggest putting the formulae in the back so people can see.
Try to emulate the setting's feel first, make the mechanics match that.

A critical thing about M:tA that I think even the oWoD game didn't do very well is making sure you felt like a reality-bender from the very earliest stages - your arete scores started out so crappy you were lucky not to blow it on the first try. nWoD's Mage at least let you add enough dice that a starting char had a passable chance to work effects (though even that one fell short, most of the time.)
__________________
Robots 4e - Conversion of Robots to 4e.
Force as Esoteric Skills - For SW campaigns.

Last edited by Jachra; 07-11-2013 at 01:43 PM.
Jachra is offline   Reply With Quote
 

Tags
mage the ascension


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:19 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.