04-21-2011, 11:15 AM | #11 | ||
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Re: Question about Monster Hunters
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04-21-2011, 11:17 AM | #12 | |
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Re: Question about Monster Hunters
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04-21-2011, 12:06 PM | #13 |
Join Date: Sep 2004
Location: Canada
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Re: Question about Monster Hunters
He's saying that, because you seem to be complaining that a GURPS author used published material from a GURPS book as it was intended (to put together new magic systems), in another GURPS book, and that this use makes the system "incoherent". Which is just ... strange and makes me wonder if you'd rather a "dead" system with no support, so the publisher can't keep springing new material on you.
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04-21-2011, 02:00 PM | #14 |
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Join Date: Apr 2008
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Re: Question about Monster Hunters
There appears to be a misunderstanding. Using published material to develop genre-specific short-cuts (e.g. Psionic Powers) does not make me worry. As I mentioned in a post before the one you replied to, it's the made up from whole cloth part that I think runs a risk of letting the system get too ... arcane. Uncontrolled such a trend could lead to the dreaded 'you can't use MH characters in DF'.
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04-21-2011, 02:01 PM | #15 |
Join Date: Aug 2004
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Re: Question about Monster Hunters
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04-21-2011, 02:05 PM | #16 |
Join Date: Apr 2011
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Re: Question about Monster Hunters
Gurps benefits from having a consistent set of rules for the realistic aspects and a pick your own style for the supernatural elements. If I want to play Harry Potter I need a different magic system than for Dungeon Quest, Buffy the Vampire Slayer or The Dying Earth. GURPS lets you drop in the magic system that makes sense and ignore all the others.
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04-21-2011, 02:13 PM | #17 | |
Join Date: Sep 2004
Location: Canada
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Re: Question about Monster Hunters
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04-21-2011, 02:20 PM | #18 | |||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Question about Monster Hunters
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The basic concept behind Ritual Path magic (RPM) is that casters must learn Paths; each Path represents a subject (think Noun or a Realm; e.g., Path of Body, Path of Magic). Each Path cannot exceed the lower of Thaumatology skill or (12 + Magery). Casters use these Paths to work rituals. A ritual's energy cost is determined by the Verb being used; e.g., a Sense Magic spell costs less than a Transform Magic spell. In addition, effects are rated as Lesser or Greater based on how blatant or gamebreaking they are; Greater effects cost even more energy. There are then lots of modifiers to customize the spell (e.g., how much damage it does, its duration, its range), and all of those affect the energy cost as well. Casters have a few ways to obtain energy, but the main one is by accumulating it. So, the idea of Paths and the rules for accumulating energy are adapted from Path/Book magic. The way that the effects and Paths interact is a loose adaptation of both Noun/Verb magic and Realm Magic. The Lesser/Greater split was inspired by both the original Mage: The Ascension magic rules and the Nobilis miracle rules. But the way that it all comes together is definitely unique enough that I feel it's most accurate to refer to it as a completely new system. Quote:
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Personally, I disagree, but I respect your opinion. In my mind, the basic spell system serves one need . . . but Path/Book magic serves another, Realm magic serves yet another, and now Ritual Path magic serves another still. I just don't think that "magic" is a narrow enough concept that you can easily tie it down -- by its very definition, it works best when tailored to the setting, or at least the genre. Well, I wouldn't recommend using a MH caster in a DF setting, no. But that's because, as I say above, I think that magic in DF should work very differently than magic in MH. The two settings are radically different. Technically, there's no reason you couldn't say "both systems work!" and import a MH witch over into a pseudofantasy world to fight alongside a DF wizard -- I mean, it's not like Basic Set magic and RPM can't accomplish more-or-less the same things -- but that would be a weird crossover that damaged the fidelity of both genres, IMO.
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04-21-2011, 02:22 PM | #19 | ||
Join Date: Sep 2007
Location: Arkham Asylum
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Re: Question about Monster Hunters
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EDIT: I was pretty much Ninja'd by RPK on the last part. Such is life :)
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04-21-2011, 02:22 PM | #20 | |
Join Date: May 2008
Location: CA
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Re: Question about Monster Hunters
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The feel of magic is very different in MH than in DF, too, and that's because MH uses a different magic system from DF, but not because MH's magic system is significantly different from a worked example of one of Thaumatology's various magic systems. If MH had been using just a single variant magic system from Thaumatology, then you still couldn't just drop an MH character in DF without having the same exact problems. In any case, the bits that are made up 'from whole cloth' just flesh out the MH magic system to be more full, rather than being just a toolkit system like the ones in Thaumatology. In order to make it a worked example, some things needed to be made up, just like some things needed to be made up when Psionics was turned into a worked example of the Powers system. |
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monster hunters, ritual path magic |
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