07-11-2013, 01:39 PM | #21 | |
Join Date: Dec 2011
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Re: Updating/recreating GURPS Mage the Ascension to 4ed
Quote:
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.)
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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. |
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mage the ascension |
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