07-09-2018, 10:09 PM | #71 |
Join Date: Jan 2017
|
Re: The Problem With Magic
|
07-09-2018, 10:15 PM | #72 | |||||||||||||
Join Date: Jun 2010
Location: Dreamland
|
Re: The Problem With Magic
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Maintain spell let's you prepay for a spell (with some oddities, such as it's often better not to since cost savings). I was thinking about a spell that let's you increase the size of the maintenance period of another spell, maybe even one you didn't cast (for instance, someone casts Wisdom, I want to change it from a spell that lasts a minute to lasting ten minutes or an hour or day). I have no idea how to make that. Quote:
And that's a thing; I love the idea of a magic system where all spells are skills. Even small changes like turning colleges into spells helps that a lot. My main two problems with the system is that I don't really enjoy using it as a player (I often feel OP but also constantly inconvenienced) and as a GM I want to avoid the issue of "everyone rely on the wizard, we all know she's the best character here". For instance, with no gateway advantage like Magery anyone can learn magic and then it's already far more balanced because anyone can learn a skill (just like mundane skills, some are better than others but that also means more characters, even NPCs, will likely have that skill). (I really hoped I quoted everyone properly, I double-checked it but it's still easy to mess up) |
|||||||||||||
07-09-2018, 10:30 PM | #73 | |
Join Date: Jul 2008
|
Re: The Problem With Magic
Quote:
So it's wrong if you find it doesn't behave as you want it to, and what part needs fixing is likewise a function of what result you want, not something anybody else could really tell you.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
07-09-2018, 11:00 PM | #74 |
Join Date: Feb 2016
|
Re: The Problem With Magic
If you want balanced magic in GURPS, you need to really use Powered Magic (which does not technically need to Magical source). When every 'spell' is an ability, or an alternate ability, then you have a good idea that everything is balanced.
Of course, you can also use Super-Memorization to 'ready' spells is another way to maintain a form of balance. Instead of learning spells, you learn how to store spells, so you can use them until you reallocate the points. A character with Super-Memorization 40 (Preparation Required, 1 hour, -50%; Takes Extra Time 2, -20%; Trait-Limited, Skills, -10%) [25] can acquire any spell at IQ + Magery + 9, and they do not even need to bother with the prerequisites as long as they have the required level of Magery. By limiting access to spells though, the GM can keep everything balanced through limiting the supply of spells. |
07-09-2018, 11:23 PM | #75 | |
Join Date: Jun 2010
Location: Dreamland
|
Re: The Problem With Magic
Quote:
I'm not certain what Powered Magic is, but it sounds similar to Sorcery or other advantage-based spells. Requiring points instead of FP to have magic seems far more balanced, even if it is still often better (I've recently been using advantage-based magic systems). |
|
07-09-2018, 11:47 PM | #76 |
Join Date: Dec 2007
|
Re: The Problem With Magic
That is a dangerous illusion. Being designed doesn't make an ability "balanced".
|
07-10-2018, 12:39 AM | #77 | ||||||
Join Date: Mar 2013
|
Re: The Problem With Magic
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
||||||
07-10-2018, 02:12 AM | #78 | |||||
Join Date: Jun 2010
Location: Dreamland
|
Re: The Problem With Magic
Quote:
My point is that the system more accurately punished you for not min-maxing rather than reward you for doing it. Quote:
Quote:
Quote:
There is quite the difference. That doesn't mean it has to be different skills. College spells shows us a perfectly reasonable way to have one VH skill show an understanding of a school of magic (such as how a scientific skill can show us an understanding of a school of science). It does it by making certain uses harder, slower, and/or more costly than others. Quote:
Those can both be upsides. Advantages already have a handy list, are built around the rest of the system, and can even be bought unmodified as spells. And the other side is; If I make a character that can fly, has easy access to ATR, can stop time, can jump to other dimensions, and can permanently create new allies, how many points is that? Is that comparable to other 150pt characters? |
|||||
07-10-2018, 02:58 AM | #79 | |||||
Join Date: Mar 2013
|
Re: The Problem With Magic
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||
07-10-2018, 03:19 AM | #80 | ||||||||||||||||||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: The Problem With Magic
Quote:
The breakdown (not accounting for Specializations): IQ: 146 DX: 93 HT: 14 Will: 14 Per: 13 ST: 1* * Technically the list is 277 (and HT, Per, Will, and ST are all 1 skill less), I expanded the Hobby Skill to be in each attribute listing... just because. You never know, someone might think of a Hobby skill they want and it might just best fall under ST (Hobby Skill (Arm Wrestling) maybe?). Quote:
Even in a 'knock on' effect... IQ covers Per and Will, all those skills. However for a combat facing Character DX is supreme. Quote:
There are 837* spells (yes, I have a spreadsheet for spells), of them 108† are cost 1 or 0. Not 1 per X, just 1 or less. That's 13%. Roughly 1 in 7 spells that are 'spammable'. Of the rest of the 1 per X spells, there are 62 more. Add in the 'Varies' and 'Special' cost spells (because most of them could be cast at 1FP) and you hit 290 spells. That's a more respectable 35%. A full 1 in 3. But yet, that's still really not 'spammable'. Major Healing can be cast at 1FP, but in most cases it won't. You do have 61 '1 to maintain spells', so that's decent. The real break point is 20. Here all the 2 cost spells are 'free' (up to 501 spells now, 60% of the spells in the book are 'spammable'‡). All the 3, 4, 5, and 6 to cast but 2 to maintain spells are free to maintain (and there are a nice bunch - 104 of them). * Treating 'specialization' spells like Shapeshifting, Gate, Create Elemental, etc as 1 spell. Also, Magic only, I haven't put the new spells from Death Spells, Plant spells, etc in yet. † Including Blocking spells. I can't remember if they enjoy the cost break when cast as Regular spells or not. If not there are like 10 less spells that can be 'spammed'. ‡ Note, this is including Enchantments that are 1 or 2 per X and all the 'Varies' and 'Special' cost spells, so some may be ineligible for 'spamming'. Quote:
An almost 2 for one difference, in the bow's favor. (presuming the archer has Heroic Archer, which is only fair considering the mage has Magery 3+) Quote:
Quote:
Quote:
Quote:
Any 200 point Fighter is going to out damage the Mage. All day long, in melee or with a bow. And a Heroic Archer is going to out range and out shoot the Wizard as well. A decent face will out charisma the Wizard at 200 points. And there's your niches. The only one that gets wrecked is the Thief, because traps and locks are just no match for Lockmaster. Quote:
Quote:
Powers as Magic (aka Sorcery) has anti-magic built into it. Quote:
But the likely answer is (drumroll)... sacred cow. It's a hold over from 2e. Also... it's not really so awesome as to require costing more (though, yes, I do know Players that would still use it if it cost them 10FP up front and 10 more when it ended). Quote:
Quote:
Quote:
Quote:
Quote:
Also, it's a Gate spell. A lot of GM just cut that College out entirely. And even if it's allowed it's at the end of a 20 spell prereq chain (2 spells from 10 different colleges). That's a good handful of 'useless' spells for most mages (ie, outside of their primary focus). Quote:
Quote:
Quote:
Quote:
I once played an Apprentice Wizard with 8 spells, the 4 Seeks and 4 Creates of the Elemental Colleges (IQ 15 and Magery 3 - this was 3e so Magery 3 was the limit). He still managed to burn down half a town before getting inducted into the Wizard's Guild and being allowed to buy more spells (and more IQ). And no, the -1 FP for casting Create Fire wasn't awesome when it was an 8 radius burn area... Quote:
Quote:
And there is no way I'll ever try to create a comprehensive list. |
||||||||||||||||||||||
Tags |
lend vitality |
|
|