08-09-2015, 04:36 PM | #71 |
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Re: GURPS Thaumatology: Sorcery
What if, for some crazy reason, I wanted Sorcery (in some cases) to be Physical Only? Should I just rework Sorcery in those cases or can I add it as a Physical Only, -X% limitation on Sorcery? If the latter, how much would that limitation be worth?
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08-10-2015, 01:35 AM | #72 | |
Join Date: Aug 2004
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Re: GURPS Thaumatology: Sorcery
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What tying inherent value to starting wealth does is it sets a fixed value for PC enchanters who want to churn out a bunch of magic items. A PC at any TL will pay the same value, relative to his starting wealth, for an item appropriate to a given enchantment. That was definitely an intended feature, not a bug. So to sum up, the existing rules create unified effective costs for PC enchanters, while allowing everyone paying cash for their artifacts to own more and more of them as their TL goes up. That would be Limited Scope. Speaking from a strictly mathematical perspective, I recommend -25% as the fair value. (Yes, I realize I said not to apply enhancements to the underlying Modular Ability construct, but since you're actually altering the Modular Ability itself this is the one time that it makes sense to delve that deep.)
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08-10-2015, 01:47 AM | #73 | ||
Join Date: Aug 2004
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Re: GURPS Thaumatology: Sorcery
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The playtest shook the spell list further, resulting in a number of them being swapped out. Of course, in a few cases, a playtester really wanted a favorite spell to appear, but I felt that said spell was too mechanically similar to existing ones; e.g., one thought that Invisibility was more interesting than Light, but I consider the build for Light to be unique whereas Invisibility is just another simple, easily created Buff. Quote:
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08-10-2015, 01:55 AM | #74 | |
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Re: GURPS Thaumatology: Sorcery
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08-10-2015, 03:21 AM | #75 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
Quote:
Take the Amulet of Minor Healing that Bob buys on p. 33. Now ask yourself (A) how much that amulet costs at different TLs and (B) how many of them a Filthy Rich person of that TL could start with. Assuming 100% markup, we get: TL3: Costs $9,740. Start with 10 amulets. TL5: Costs $15,700. Start with 31 amulets. TL7: Costs $30,750. Start with 48 amulets. TL9: Costs $26,625. Start with 112 amulets. TL11: Costs $60,450. Start with 124 amulets. See? As TL increases, anything mass-marketable will become significantly cheaper relative to starting wealth.
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08-10-2015, 04:27 AM | #76 |
Join Date: Sep 2008
Location: near London, UK
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Re: GURPS Thaumatology: Sorcery
And things that need people-time don't. Perhaps a useful illustration: for the same couple of hundred nominal dollars that a car cost in 1910, you can now get a car that's faster, safer, and vastly more reliable, in spite of inflation. But the $250 a year you would have paid for a butler then is around $90,000 now.
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08-10-2015, 04:51 AM | #77 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: GURPS Thaumatology: Sorcery
In the vein of permanent magical creations, one thing that would be useful in a future supplement would be guidelines for making things like golems and zombies and various other types of magical creation that don't fall into the nifty enchantment rules.
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08-10-2015, 05:02 AM | #78 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Sorcery
Welp, I just found my next Pyramid article idea. (Assuming of course you didn't want to write it yourself.)
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08-10-2015, 05:04 AM | #79 |
Join Date: Feb 2005
Location: Somewhere outside London, UK
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Re: GURPS Thaumatology: Sorcery
I enjoyed my sorcerous read over the weekend. Especially useful to keep my mind off the typhoon raging outside. If there was a downside, I would have liked to see a few more examples, but I'll be patient and see what turns up. ;)
I have a couple of questions: As stated, Sorcery requires two Concentrate maneuvers. Do these have to be consecutive? Or can a prudent sorcerer switch out the 'last cast' spell with, for example, the classic "I ready Fireball" line, and then wait for their opportunity for the casting roll? And is there room for a mechanism to cast multiple low-cost spells without going the full-cost simultaneous route described in the book? I.e. if a sorcerer is limited to 10 point abilities, could they cast and maintain two 5 (or 4) point spells? Maybe with some sort of Link enhancement? Or would this break something, either game mechanics or flavor? Thanks! |
08-10-2015, 05:31 AM | #80 | |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: GURPS Thaumatology: Sorcery
Quote:
a sorcery missile cannot be “held.” It is cast as a Concentrate maneuver followed by an Attack maneuver [...]" That seems unambiguous to me. Remember, it's the last spell you cast, not the last spell you prepared to cast. Having said that, I think the underlying mechanics would make your variant possible. However, the underlying mechanics have already been changed to necessitate the extra maneuver even for attack spells. As always in GURPS, feel free to do what you think fits your play style. Splitting the maneuvers won't result in world-shattering munchkinnery, anyway.
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cancellation, powers, thaumatology |
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