01-31-2011, 02:04 AM | #51 |
Join Date: May 2008
Location: CA
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Re: GURPS Powers: Divine Favor
I'm fine with Magic as Spells/Spells as Skills in general, but I think it's a real disservice to make *every* type of magic identical to all the others. I mean, what's really the difference between clerical and wizardly magic in base DF? The spell lists. That's the entirety of the difference.
With Divine Favor, you really get the feel that you're actually a priest of some god and not just another wizard with a club instead of a staff. The idea isn't that spells-as-skills is bad, it's that making two supposedly completely different magic systems be functionally identical is silly. |
01-31-2011, 02:13 AM | #52 | |
Join Date: Jun 2006
Location: Spain —Europe
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Re: GURPS Powers: Divine Favor
Quote:
To my mind, that's not necessarily so. And not every fantasy or dungeon fantasy cleric should be automatically regarded as a "full fledged 'Prophet'".
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01-31-2011, 02:57 AM | #53 | |
Join Date: Nov 2007
Location: Sydney
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Re: GURPS Powers: Divine Favor
Quote:
The crunchiness of Psionic Powers was really useful as a practical example of the Powers system which is my major hope for this PDF. |
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01-31-2011, 03:30 AM | #54 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Powers: Divine Favor
Well, the best thing I can say about Divine Favor is that I don't think it resembles Psionic Powers in any way other than usefulness. (That is, it stands as a fully worked, easy-to-use power system, but it has a unique flavor that's designed specifically to emulate "godly" power, as opposed to any other power or a generic approach.)
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01-31-2011, 03:40 AM | #55 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS Powers: Divine Favor
Anyone care to write up the Kinsey reports?
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01-31-2011, 08:35 AM | #56 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: GURPS Powers: Divine Favor
Quote:
Modular Abilities: Divine Inspiration (15 points) (Pact -50%, Physical +100%, Requres Reaction Roll -5%, Trigger: Hold Holy sysbol -20%)[83]; Signature Gear (Holy Symbol) [1] True Faith (Turning +65%) [25] Disadvantages: Fanaticism (Put the Undead to Rest)* [-15]; Pacifism (Cannot Harm Innosents)* [-10]; Sense of Duty (Innsosents)* [-10]; Vow (Never refuse a request for aid)* [-15]; Skills: Religious Ritual *Part of the Pact Divine Favor has a Similar feel, but a different approach. |
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01-31-2011, 10:13 AM | #57 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS Powers: Divine Favor
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01-31-2011, 12:22 PM | #58 |
Join Date: Aug 2004
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Re: GURPS Powers: Divine Favor
The issue isn't so much whether or not it can be done as whether or not a prebuilt example of doing it should be published. After all, Psionics can be done without Psionic Powers; but that supplement presents psionics in such a way that you can drop them into your campaign with very little prep work. Divine Favor does something similar with Divine powers; the question is whether supplements that provide prebuilt systems for witches, druids, etc. would be worth the effort of publishing.
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01-31-2011, 01:44 PM | #59 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Powers: Divine Favor
Quote:
The D&D campaign I run occasionally has an unusual historical feature: magic done with standardised spells is comparatively new, only a century or so old. I decided on this because my players include a few who have invented so many spells that the idea that the standard list has been in use for a long time unchanged just isn't plausible. I never had any mechanics for the historical system, largely because I never needed them. It was based on the idea of individuals having a natural talent with some particular kind of magic, variable in both breadth and power: people who were both broad and powerful were vanishingly rare. Using a quality that's mechanically analogous to Divine Favour, called something like "Magical Talent (<type>)" with variable cost by breadth, the rules for building Learned Prayers for particular effects, and even the rules for just requesting unspecified miracles as generic applications of talent, would make building such a system fairly straightforward. I don't think I'm going to embark on this immediately, but it's an interesting idea. All this derives, of course, from this book being an extended example in using GURPS Powers alternative abilities. Indeed, a lot of the stuff you've been writing is examples of how to use Powers thoroughly. Which is a very fine thing. |
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01-31-2011, 02:53 PM | #60 |
Join Date: Aug 2004
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Re: GURPS Powers: Divine Favor
johndallman: you might consider looking at Realm-based Syntactic Magic from Thaumatology as the "Magical Talent <type>" side of things, with individual spells that have been mastered (to the point that they can be cast instinctively) being purchased as Alternate Abilities to the most appropriate Realm.
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clerics, divine favor, powers |
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