03-14-2010, 11:16 PM | #1 |
Join Date: Aug 2004
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Using Powers as a metasystem for spells
So, it occurred to me the other day, that GURPS has most of the pieces in place to build spells -- in the sense of abilities that cost fatigue and require a skill roll to use, but only requiring buying the skill, not an advantage (except maybe an access advantage like Magery) to use -- with all the detail and options in Powers.
Simple:
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03-14-2010, 11:46 PM | #2 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Using Powers as a metasystem for spells
Quote:
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03-15-2010, 12:26 PM | #3 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Using Powers as a metasystem for spells
I agree -- it seems like, for the cost of the ER you'd need, you're better off with some form of Modular Abilities.
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03-15-2010, 04:40 PM | #4 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Using Powers as a metasystem for spells
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03-16-2010, 01:40 PM | #5 | |
Join Date: Aug 2004
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Re: Using Powers as a metasystem for spells
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There's a hard limit to how much any set of limitations gets you with the -80% net limitation limit; personally, I prefer to weaken that limit by treating -80% as a breakpoint, and applying any additional limitations to the cost of the advantage after applying the -80% limitation (so, -160% net limitation is 1/25 cost.) |
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03-17-2010, 02:01 AM | #6 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Using Powers as a metasystem for spells
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Maybe if you could find another 1/5 cost mod to stack with single use? |
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03-17-2010, 08:04 PM | #7 |
Join Date: Jul 2007
Location: Hong Kong
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Re: Using Powers as a metasystem for spells
I have to admit, I like the idea of using the advantage rules, along with Powers, to build spells. I'm not nearly so keen on the hideous prices that would come from that. Now, if you used Powers to build the spell effects, then assigned "point values" to certain qualities -- e.g., Duration, Fatigue Cost, Casting Time, Magery requirements, Prerequisites, etc -- you could "buy off" the "cost" of a spell with such.
The idea would be that you aren't actually paying for the spells with CPs per se, but rather defining the "worth" of the spell, and then compensating for that with various small-l limitations on said spells, but not actually building those limitations into the spell writeup itself.
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03-18-2010, 09:45 AM | #8 | |
Join Date: Jan 2006
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Re: Using Powers as a metasystem for spells
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If you allow the FP to be "banked up" this is probably too cheap. RPK is probably right that the traditional solution of modular abilities would work better. |
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03-18-2010, 10:34 AM | #9 |
Join Date: Feb 2005
Location: Czech Rep. Pilsen
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Re: Using Powers as a metasystem for spells
My advice would be, to not copy spells with powers.
At first its lot of work, the hard one. (i did it, and result wasnt that good) and there is some spells which even cannot be copied. If you like to have hundreds of small single effect abilities, which cost fatigue, use spell system as it is. Or there is several options in Thaumatology books. Powers are great to describe somewhat bigger and flexible abilities. And you can easily adapt them. For example if I want to have powers like magic, I would just say that each ability should cost FP, cannot have "no signature" and if normaly unnoticeable (like mind control) should have visible. Thatīs it. Well result is not same as spells, but is simple and add taste of magick.
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