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Old 03-05-2012, 10:25 AM   #1
Cheomesh
 
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Join Date: May 2010
Location: LP City, Maryland
Default My group's Magic system - help?

More or less skirted around this with the current campaign, as none of my players were casters. Instead, I kept magic as a plot item - the wizard casts what he casts because he can. But I have a caster now so he and I spent the better part of 4 hours figuring out how we wanted to do it.

Essentially, we're using Ritual Magic on B242, powered by Threshold Limits from Thaumatology. We have decided that the non-spell pre-req's add a penalty equal to -1 per 10 points they are worth. Magery, we deduced, adds a bonus to your College skills like a talant, as also mentioned in Thaumatology.

We have taken the suggestion from Rev. Pee Kitty in "Upgrading the Magic System" and dropped spells from Hard to Average techniques and we were going to remove the defaults to erase some of the abuses when we came up with another idea:

All colleges default to their core skill at -6, with a hard cap of 9, like in a Move and Attack. So if you have Thaumatology 12, you have the college at 6 and Thaumatology 16 only gets you 9, just like Thaumatology 18, 19 or 20. Not innovative I think, but we wanted to put it before you guys for review; you guys are pretty good at knowing (collectively) everything in GURPS. The spells are Average techniques that default to the college at a level equal to the college skill, less pre-req's.

Speaking of which we were going to use the Pre-req count in Thaumatology, but that doesn't take into account additionals (-1 / 10 point value for non spells). Is that covered anywhere?

Also, does Magery add to IQ -in addition to- adding to the core skill when learning a College under the Ritual system? I know it adds to IQ when learning Thaumatology, so we were left confused.

Any answers are great, especially if you've done something similar before.

M.
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