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Old 12-09-2013, 12:40 PM   #32
martinl
 
Join Date: Jan 2006
Default Re: GURPS Magic Flavor

Quote:
Originally Posted by Kenneth Latrans View Post
Would you allow someone to buy two separate one-college mageries to get, say, Healing and Light or Plant and Fire?
That was the intent, yes.

Quote:
I can see up to three colleges being workable at those prices, as much as I'd grumble about being made to pay through the nose, and four happens to be about as many as my character concepts have ever called for.
The idea is mostly to discourage extreme and boring generalization that seems so common and point efficient in GURPS mages, while encouraging specialists who solve every problem with fire (or demons, or plants, or whatever).

This would tend to make specialists more magery focused and generalists more IQ focused.

This would also tend to make the crazier spells (high Magery requirements) the domain of specialists, while generalists are dabblers limited to less mighty magic. Also a feature. (Opening a college at M0 only costs 3 pts after all.)

Restricting the ability of mages to see most magic auras for 5 pts is also a bonus.

Quote:
Originally Posted by ericthered
unless of course youwhat to make a gate mage or a meta magic mage. I suppose you can just pay the unusual background to not have the prereqs though.
Actually, while discouraging gate and meta spells was not a deliberate goal, I'll certainly take it as those things are disruptive.

In any case, it is just a thought. These days I sort of prefer Magic Powers to Spells anyway.
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