08-10-2015, 08:17 AM | #81 | ||
Join Date: Sep 2007
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Re: GURPS Thaumatology: Sorcery
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Besides, the munchkin answer if you insist on always having the Attack maneuver will be to simply waste a missile just to have the slot configured to their desired default. |
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08-10-2015, 08:23 AM | #82 |
Join Date: Dec 2012
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Re: GURPS Thaumatology: Sorcery
My gaming group follows the idea of whatever spell you last cast is considered "loaded". This spell requires only one Concentrate to cast. Switching spells takes one Concentrate manuever. So they have default "I load my Fireball" (or other spell they think will come in handy) whenever there is off time between scenes.
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08-10-2015, 10:40 AM | #83 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
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08-10-2015, 10:49 AM | #84 |
Join Date: Feb 2009
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Re: GURPS Thaumatology: Sorcery
Would Kuroshima's Weapon, Armor, Shield of Pure Magic from Pyramid Something (in the article about more fun stuff with imbuements) be Adaptable into Sorcery Spells?
I don't have books handy on phone so don't recall the specific article name |
08-10-2015, 11:14 AM | #85 |
Join Date: Jun 2013
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Re: GURPS Thaumatology: Sorcery
Pyramid #3/60. The way Sorcery works, it should probably be a Buff to grant you the ability to use them. Failing that, the 1 FP (or alternate cost) built into Sorcery spells would probably be per minute rather than per use, and arguably wouldn't give any actual cost reduction.
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08-10-2015, 12:30 PM | #86 |
Join Date: Mar 2013
Location: San Marcos, TX
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Re: GURPS Thaumatology: Sorcery
Could the Threshold-Limited Magic system from Thaumatology work for Sorcery? I don't mean can it work RAW, it obviously can, but more is it a good idea.
I like the mechanics of Sorcery (I'm a huge fan of spell casters having both the ability to improvise a wide variety of spells on the spot and also having a small set of powerful signature spells) and the campaign I'm planning on running is set up where Threshold makes more sense than casting from FP or gathering energy. However, Thaumatology describes Threshold-Limited Magic as being good for occasional big spells but severely limits mages in how many smaller spells they can cast. Since nearly every spell in Sorcery costs only 1 FP, and thus would add 1 to the sorcerer's power tally, everything counts as a small spell. The recovery rate is, effectively, your safe spells/day amount. If I did end up implementing Threshold along with Sorcery, I think I'd go Threshold 15, Recovery Rate 8, and increase the Calamity bonus to +1 for every point above Threshold. I'd probably also have spells with a Full Cost of more than 30 or 50 cost 2 FP as well. Sound okay or should I look for another way to make this work? |
08-10-2015, 02:44 PM | #87 |
Join Date: Aug 2004
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Re: GURPS Thaumatology: Sorcery
For Threshold-Limited Sorcery, I'd be inclined to rebuild the Spells with the Corrupting limitation from GURPS Horror instead of Costs FP, taking note that the associated Power Corrupts section identifies the Threshold-Limited rules as a potential “Corruption system”. That is, the “Corruption points” generated by the Limitation get treated as Tally and resolved according to the Threshold-Limited rules.
(For the record, this is precisely the sort of situation that the Power Corrupts section and the Corrupting Limitation were written to deal with, save only for the “it’s evil!” flavor text.) The main effect of doing it this way is that the amount of Tally produced by a Spell would be proportional to the point cost of the Spell; so larger Spells would generate more Tally. Without that — that is, with Spells costing 1 FP each regardless of size, Threshold-Limited Sorcery strike me as a bad idea. EDIT: it's also worth noting that if you're willing to bend the rules a little, there's no reason why Corrupting couldn't be treated as a -5% Limitation, the same as Costs FP. This has the advantage of not actually having to recalculate any of the Spell prices. The amount of Corruption (or, in this case, Tally) generated is equal to the number of CPs saved, so it would be 5% of the unmodified cost of the Spell's underlying Advantages. Last edited by dataweaver; 08-10-2015 at 04:45 PM. |
08-10-2015, 02:45 PM | #88 |
Join Date: Feb 2007
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Re: GURPS Thaumatology: Sorcery
The Sorcery system looks like a nice adjunct to the ritual path system. The flexibility of ritual path magic means that there can be a lot of overlap in the powers of magicians from different traditions. A few unique "perfected spells" (sorceries) per tradition could help make traditions feel distinct.
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08-10-2015, 05:22 PM | #89 |
Join Date: Mar 2013
Location: San Marcos, TX
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Re: GURPS Thaumatology: Sorcery
Ah, I've looked at the corruption mechanics from horror a couple times, but always glossed over the limitation itself. I had no idea it scaled like that; it's perfect for what I want!
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08-10-2015, 06:47 PM | #90 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: GURPS Thaumatology: Sorcery
Oh hey, an alternative magic system I might actually be able to get some use out of!
So now instead of just Magic Magic and Divine Favor, I'll have to think about Sorcery as well...
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Tags |
cancellation, powers, thaumatology |
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