Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-25-2020, 06:12 PM   #41
SimonAce
 
Join Date: Aug 2004
Default Re: GURPS Magic: The Least of Spells

Top tier. I have been wanting to do a minor magics for all plus alchemy game for quite a while.

Originally I was going with BRP/Runequest : which is kind of tailor made for this kind of thing but this brings me back to GURPS which is awesome since my group prefers and knows it pretty well. Something to play soon I hope.
SimonAce is offline   Reply With Quote
Old 07-26-2020, 02:54 AM   #42
CeeDub
 
Join Date: Jan 2015
Location: UK
Default Re: GURPS Magic: The Least of Spells

Right up my alley. Take my money!
CeeDub is offline   Reply With Quote
Old 07-26-2020, 06:53 PM   #43
Donny Brook
 
Donny Brook's Avatar
 
Join Date: Aug 2014
Location: Snoopy's basement
Default Re: GURPS Magic: The Least of Spells

Meh. I don't use the old magic system, so I'd rather the effort went toward Vehicles 4e.
Donny Brook is offline   Reply With Quote
Old 07-26-2020, 07:19 PM   #44
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: GURPS Magic: The Least of Spells

Quote:
Originally Posted by Refplace View Post
A lot of these spells are the magical version of an Accessory perk.
Turning them into actual Accessory perks sounds like a great way to do cantrips. I did that with a few spells already, namely Light. The perk works exactly as the spell, except with no FP cost or roll needed, and it still counted for purposes of prerequisites and as a number of spells "on" for each light.
__________________
Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
kirbwarrior is offline   Reply With Quote
Old 07-27-2020, 05:14 AM   #45
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Magic: The Least of Spells

Quote:
Originally Posted by Donny Brook View Post

Meh. I don't use the old magic system, so I'd rather the effort went toward Vehicles 4e.
Please realize that the two aren't logical alternatives. The Least of Spells was a mini-project that was easily shoehorned into a busy editing and writing schedule to produce a release after a long dry spell. Vehicle Design would be a mega-project that would sideline the entire GURPS schedule, meaning no new releases of any length for a year or two . . . because there's just one of me, and after 25 years of doing this job, I know that Vehicle Design (1) would take that long, and (2) isn't the kind of project that can be tackled in small chunks if we want a quality result

This is sort of a general commentary: I've worked on a lot of projects so far this year. I wrote a bunch, edited a bunch, reviewed a bunch. They're all short. So when they show up between now and winter, I want people to understand that they don't represent effort that could have gone toward Vehicle Design in any sensible reality. They represent a more practical use of time that pays freelancers and helps keep SJ Games in business in a difficult time.

Vehicle Design is the kind of project that would require GURPS to be doing so well that we could afford to have two or even three staff members devoted to it. One way to get there would be to support the line in difficult times for freelancers and staff alike. Those who "vote with their dollars" against anything but Vehicle Design are making sure that there's no possible way it will ever be published.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My LiveJournal [Just GURPS News][Just The Company]
Kromm is online now   Reply With Quote
Old 07-27-2020, 04:24 PM   #46
William
 
William's Avatar
 
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
Default Re: GURPS Magic: The Least of Spells

I am greatly amused by Dramatic Departure. I can think of one serious use -- if you're Unkillable and will reform elsewhere, it would certainly have a tendency to convince unknowing assailants that you are thoroughly dead. But really, I much prefer to have this spell be learned by utter drama queens who, if they have to go, are d*mn well going to go out in style.

Also love the comment on the next spell. Like that ever stopped a necromancer.

For Plant, I know exactly what I'd want from my time in my garden: Weed. Area, does no more than 1 Hit of damage in one hex, only enough to kill quite small and fragile plants, to any instance of one selected plant species (can be selected by touching a specimen if one does not otherwise know it). Needs regular application to keep weeds from getting established! (Although I suddenly imagine the problem with weeds developing magic resistance...)

Jolt seems... unusually powerful for one of these? Stun and Mental Stun are already spells with a few prerequisites each, although not a lot. Does making it a Missile spell and letting DR give a bonus help make the spell worth less than these in your opinion?

Last edited by William; 07-27-2020 at 04:27 PM.
William is offline   Reply With Quote
Old 07-27-2020, 06:28 PM   #47
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Magic: The Least of Spells

Jolt involves a roll to cast, then a roll to hit, then an active defense to avoid completely, and then an uncontested attribute roll at a bonus (possibly large, with any armor at all) to resist. It's therefore a failure waiting to happen. Compare any spell that stuns directly, which is a straight-up contested attribute roll.

Put another way, if I have Jolt-16, I'll roll vs. 16 to cast. At its maximum practical range of 5 yards, I'll attack at -2 to hit. The target gets to try to dodge. If they fail, they can roll vs. HT+1, which is 11 or less for a HT 10 person. If I have Stun-16, I'll cast at -5 on someone 5 yards away, for 11 or less. They'll resist with HT 10 and probably lose.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My LiveJournal [Just GURPS News][Just The Company]
Kromm is online now   Reply With Quote
Old 07-27-2020, 08:08 PM   #48
William
 
William's Avatar
 
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
Default Re: GURPS Magic: The Least of Spells

Figured it would be that, thanks.
William is offline   Reply With Quote
Old 07-29-2020, 06:12 AM   #49
Tyneras
 
Join Date: Oct 2007
Location: Kentucky, USA
Default Re: GURPS Magic: The Least of Spells

I am curious as to why Ack (p. 7) is name Ack.
__________________
While I own the entire GURPS 4th edition library, it is also too large for me to remember everything anymore. Please forgive my lapses of memory.
Tyneras is online now   Reply With Quote
Old 07-29-2020, 07:06 AM   #50
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: GURPS Magic: The Least of Spells



Quote:
Originally Posted by Tyneras View Post

I am curious as to why Ack (p. 7) is name Ack.
This might prove enlightening:

https://en.wikipedia.org/wiki/Acknow...data_networks)
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My LiveJournal [Just GURPS News][Just The Company]
Kromm is online now   Reply With Quote
Reply

Tags
magic, trivial spells

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:54 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.