08-18-2017, 01:27 PM | #1 | |
Join Date: Aug 2009
Location: Poland
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Making spells feel more like skills
From another thread, that was pretty much the opposite of what I'm suggesting here:
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Spell Difficulty I've redistributed spell difficulty somewhat equally based on prerequisite count (taken from Thaumathology.
This comes with a custom spells sheet that includes point cost, relative level and skill level. I might put it up here on Sunday, when I have the time to translate it into English. Concentration and Maintenance See p. 10 of Magic: instead of rolling Will-3, you roll Will-based spell, at -5 Critical Failures The effects of critical failure come with a 1-turn delay. The mage can try and salvage a critical failure by taking a Concentrate maneuver and rolling an appropriate mundane skill, or a 10-based critically failed spell, either at -3. Success means nothing happens. Failure or not attempting the roll means you roll the critical spell failure table normally. I'm probably going just to re-roll any 14s.
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My irregular blog: d8 hit location table Last edited by Gnomasz; 08-18-2017 at 01:30 PM. |
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08-18-2017, 01:36 PM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making spells feel more like skills
I think they ought to be broader. It is hard for me to imagine why Fireball requires the same course of study that Physics does. If they were more like skills I would think they would be more the like Ritual Magic colleges-as-skills approach.
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08-18-2017, 03:46 PM | #3 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Making spells feel more like skills
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There are a fair number of "legacy" issues with GURPS MAGIC in that it was a product that GURPS 4e deliberately chose NOT to be. For your campaign world - I would suggest that you might want to take a different approach. If you want? Email me privately for a discussion on magic systems. If you haven't picked up Eden Studio's game titled "WITCHCRAFT" by the same author who did GURPS VOODOO, let me know. You can pick that up for free at RPGNOW.COM. Read that book and see how the author handled the concept of spells for an alternative look on how to perhaps portray magic in your campaigns. I could say more, but why engage in thread drift right? ;) |
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08-18-2017, 03:48 PM | #4 |
Join Date: Feb 2009
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Re: Making spells feel more like skills
Colleges as skills and appropriate themed talents and such could be fun
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08-18-2017, 05:08 PM | #5 |
Join Date: Jul 2014
Location: New Zealand.
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Re: Making spells feel more like skills
In lower point games it could be made to work as (spell college) VH skill, each point equals choose one spell. Remove the magery bonus from spells. (But keep for prerequisites)
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
08-18-2017, 06:09 PM | #6 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making spells feel more like skills
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My last game world that had magic used the Book and Realm systems. I like RPM, and may try to use it in the future at some point. I'm currently contemplating a six-guns and sorcery setting and am eyeing RPM for it. |
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08-18-2017, 08:17 PM | #7 |
Join Date: Dec 2007
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Re: Making spells feel more like skills
Fireball doesn't require the same course of study that Physics does. Physics is a Very Hard skill while FIreball is a "Hard" skill that requires a minimum of Magery 1, meaning that it's functionally Average or less. Fireball is childishly easy for Magic Aptitude 4 artillery mage. You'll be an expert with a single point invested into it. And the only reason why Physics has such a broad sphere of application is because it's pretty hard to find an actual application for it in games.
Last edited by David Johnston2; 08-18-2017 at 08:20 PM. |
08-18-2017, 08:35 PM | #8 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making spells feel more like skills
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08-18-2017, 11:49 PM | #9 |
Join Date: Dec 2007
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Re: Making spells feel more like skills
It would be the same as the "200 hour class" in any exotic skill. You learn "kiai" by meditating, practicing your breathing and then shouting. You do it again and again until you learn how to do it effectively. In the case of fire ball, most of the time spent learning it would consist of shaping fire into balls. Again, and Again and Again. Now it would be fair to let someone who has invested hours of training into Fireball but doesn't have a full point in it to do something that reflects their incomplete mastery, like a fireball that only travels five feet and then dissipates if it didn't hit anything but of course if you're actually using fireballs in combat you ain't gonna need no 200 hours to get the hang of it. You'll learn, and you'll learn fast.
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08-18-2017, 11:54 PM | #10 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making spells feel more like skills
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