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Old 09-18-2016, 08:23 AM   #191
Diomedes
 
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

How does the Dark Ones' Better Power Items perk interact with Incantation Magic, since it doesn't use power items as such?

I'm thinking it could reduce the number of magical components needed to provide an additional bonus (say, from 8 to 6, and from 30 to 20).
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Old 09-18-2016, 10:24 AM   #192
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Diomedes View Post
How does the Dark Ones' Better Power Items perk interact with Incantation Magic, since it doesn't use power items as such?

I'm thinking it could reduce the number of magical components needed to provide an additional bonus (say, from 8 to 6, and from 30 to 20).
Why would you expect it to matter at all? If you play a dark one knight you don't get to benefit from this perk.

Although if ER is somewhat useful for incantors shouldn't Power Items be as well?
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Old 09-18-2016, 10:44 AM   #193
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by sir_pudding View Post
Why would you expect it to matter at all? If you play a dark one knight you don't get to benefit from this perk.

Although if ER is somewhat useful for incantors shouldn't Power Items be as well?
You'd think so, but page 18 specifically says incanters cannot use Power Items.
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Old 09-18-2016, 10:55 AM   #194
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

The one thing I don't like is the roll to attach Incantations, because that means a lot of die-rolling concentrated in a short time. Which is a bother. How about a Ritual Adept variant that allows you to skip that step? You wouldn't get any bonus from critical successes, but on the other hand you can't fail or critically fail either. Would 10 points be an appropriate cost?
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Old 09-18-2016, 11:09 AM   #195
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Anders View Post
The one thing I don't like is the roll to attach Incantations, because that means a lot of die-rolling concentrated in a short time. Which is a bother. How about a Ritual Adept variant that allows you to skip that step? You wouldn't get any bonus from critical successes, but on the other hand you can't fail or critically fail either. Would 10 points be an appropriate cost?
GM allowing, it would be a no nuisance perk per path skills.
No roll if effective skill is 16+.

Not sure I would allow it.
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Old 09-18-2016, 12:21 PM   #196
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

I think there should almost be an update/new volume similar to the next level that incorporates all the stuff that happened after DF2.
  • Advice on old races and new classes with choice and marginal lists modernized
  • Lenses or perks to accomodate different power sources than vanilla magic
  • And potentially new races that even better accomodate newer professions.

The main focus of the book would be advice for different power sources/ability systems and more races.
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Old 09-18-2016, 12:32 PM   #197
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by sir_pudding View Post
Why would you expect it to matter at all? If you play a dark one knight you don't get to benefit from this perk.
^This.

Quote:
Although if ER is somewhat useful for incantors shouldn't Power Items be as well?
The thought was that they get to benefit from magical components, which work better for them, and allowing both would be a bit of an imbalance ("Why do the new guys get two ways to improve their spells?").

That said, allowing them power items in your game won't break anything. Just bear in mind that your other spellcaster players may start whining at you to let them use magical components as well.
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Old 09-18-2016, 12:40 PM   #198
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Kuroshima View Post
You need a portable workspace kit to prepare incantations outside of town, no power-up required. Now, in town, you have access to better tools so you might get a bonus (if you pay extra) instead of the penalty you get with a portable workspace kit.
True but your rolls are at -2 then. I'm looking for a way to prepare incantations without having to pay that pesky $30 in town or rolling at -2. My idea is that if Field Caster makes a circle unnecessary, which is something that can also be substituted by a portable workspace kit, then does it make it possible to prepare incantations and attach them to one's aura without cost or penalty?
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Old 09-18-2016, 01:07 PM   #199
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Celjabba View Post
GM allowing, it would be a no nuisance perk per path skills.
No roll if effective skill is 16+.

Not sure I would allow it.
A perk is too little. 10 point is the cost for Ritual Adept variants so that's what I went with.
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Old 09-18-2016, 01:39 PM   #200
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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A perk is too little. 10 point is the cost for Ritual Adept variants so that's what I went with.
A perk per path, so thats 8 cp. Add a small UB, and a total price of 10-15 seem adequate.
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