09-14-2015, 12:28 PM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Sorcery] Handling Specialists
The problem is that this is basically a free disadvantage -- if you have a 60 point ability you want, you can take Sorcery 6, Limited [42] and Alternate Ability [12], and then never use the sorcery -- all you've done is bought a 60 point ability for 54 points.
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09-14-2015, 12:34 PM | #12 | |
Join Date: Jun 2013
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Re: [Sorcery] Handling Specialists
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This is something I didn't even consider. Perhaps requiring that the total price not be less than the cost of the highest level spell might be sufficient to avoid this? Last edited by Varyon; 09-14-2015 at 12:37 PM. |
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09-14-2015, 12:35 PM | #13 | |
Join Date: Feb 2012
Location: America
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Re: [Sorcery] Handling Specialists
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The limitation received is: you only have access to a single college and have a lower maximum power to known spells per level. I think the problem is that, in GURPS, limitations are designed to weaken your abilities in exchange for decreasing their cost. The power of sorcery is based on its cost, if you weaken it as normal you decreases its cost, weakening it further. If you buy it back to full power, you are not getting anything for the limitation except becoming weaker. Example: Sorcery 5 [50] can learn any spell up to 50 points, improvise up to 5 points. Sorcery 8 (Earth Only) [48] can learn only earth spells up to 48 points, improvise earth spells up to 8 points. So, at base, in exchange for bring able to only cast earth spells you can improvise 3 more points and get 4% off the cost. That 4% off also decreases your power slightly though, so its a net loss in power, points, etc. If there is no noteworthy benefit to limiting Sorcery, isn't that kind of a problem?
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09-14-2015, 12:36 PM | #14 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: [Sorcery] Handling Specialists
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Last edited by zoncxs; 09-14-2015 at 12:40 PM. |
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09-14-2015, 12:50 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Sorcery] Handling Specialists
The entire way AAs are structured could probably do with some adjustment, but the key thing is that alternate abilities are already specializations: you are specialized in doing the abilities you've purchased. If you want to encourage Theme builds, I suggest looking at Power Talents.
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09-14-2015, 01:35 PM | #16 | |
Join Date: Jun 2013
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Re: [Sorcery] Handling Specialists
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However, as I noted above, the primary purpose - as I see it - of the Sorcery trait is to allow you to buy Known Spells, which is wrecked by applying Limitations. |
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09-14-2015, 01:36 PM | #17 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Sorcery] Handling Specialists
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09-14-2015, 02:10 PM | #18 |
Join Date: Feb 2012
Location: America
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Re: [Sorcery] Handling Specialists
Maybe not, but in almost all cases it does. It decreases the cost of the ability. I cannot think of another example where limitations can be applied and not decrease the cost of the ability. Weakening your character with no benefit may make sense with the story or characterization, but not from the game perspective.
Technically, this does decrease the price of the ability, but it does not practically decrease its cost. I suppose this is a lot like adding limitations to an ability already at -80%. While some GMs and players would advise to do it for characters the limitation makes sense for the fluff, I and many others will either add more enhancements or remove limitations. EDIT: Actually, if limitations aren't there to provide a benefit, why do they all provide a benefit (cost reduction)?
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The person who says it cannot be done should not interrupt the person doing it. |
09-14-2015, 02:43 PM | #19 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Sorcery] Handling Specialists
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Improvised Magic (Earth Only) is more limited than Improvised Magic (anything), and therefore gets a cost discount. Permeation (Earth), when cast by an Earth mage, is no more limited than Permeation (Earth), when cast by any other sort of mage, and thus gains no discount. |
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09-14-2015, 03:04 PM | #20 | |
Join Date: Oct 2008
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Re: [Sorcery] Handling Specialists
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If you follow GURPS RAW for alternate abilities then you always pay full price for the highest and 1/5 for rest. Thus following RAW it it is perfectly fine for an earth power user to buy say Flesh to Stone as primary ability at full cost and then other abilities, including a modular ability as alternate powers to it. The reasons why Sorcery does not allow that are really two, with the simplicity being the main reason, but there is also a lesser thing about "you need to be level X to do Y" as some sort of factor to give players and GMs feel for what powers to expect from what "level" or sorcerers. Neither of those considerations are base rules as far as alternate abilities go, they are "campaign switches" that the GM is free to discard without much loss. So in short: There is nothing unbalancing with buying Flesh to Stone for 61 points and then buying sorcery(limited earth) level 5 for 8 points(36/5). |
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sorcery |
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