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Old 08-07-2015, 02:04 PM   #41
PK
 
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Default Re: GURPS Thaumatology: Sorcery

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Originally Posted by Pragmatic View Post
Still on tablet, excuse errors or brevity.

Can multiple spell rule apply to lower-point spells?

Eg, 50pt spell, 30pt spell, 25pt spell. Buy 30pt spell full cost, can cast 25pt spell at same time. But both end if cast 50pt spell.
Officially, no, because the Alternative Abilities rule (from PU8) specifically requires you to pay for your slots in descending order of cost. However, that's a perfectly reasonable house rule if you don't mind the extra complexity.
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Old 08-07-2015, 02:05 PM   #42
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Default Re: GURPS Thaumatology: Sorcery

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Question regarding the Special Limitations. You have "Limited Colleges" and "Limited Scope." How would you handle "Forbidden Colleges"? Something like "Cannot cast from Mind Control or Necromancy college"? Would that not be a valid limitation?
The latter would just be "Limited Colleges, All 22 except Mind Control and Necromancy," which is too minor to be worth points. I would say that Forbidden College would make a reasonable quirk, though!
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Old 08-07-2015, 02:10 PM   #43
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Default Re: GURPS Thaumatology: Sorcery

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Originally Posted by Randyman View Post
I'd be tempted to use Sorcery as a drop-in replacement for RPM in Monster Hunters. It just... feels like a better fit relative to the other empowerment types, all of which are already powers-based.
It would make magic feel less...magic-y in my opinion, but it could be done fairly easily.

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Then again, I'm also the guy who wants the Experiment redone as an Inhuman racial template... :)
This is going to show up on my Patreon in September, I think.
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Old 08-07-2015, 02:25 PM   #44
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Default Re: GURPS Thaumatology: Sorcery

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I'll note that we didn't necessarily plan on leaving the remaining 95% of GURPS Magic spells to be converted by the GM.
Were there any particular criteria for picking spells to convert, or any candidates that proved intractable?
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Old 08-07-2015, 02:34 PM   #45
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Default Re: GURPS Thaumatology: Sorcery

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However, part of this scaling involves GM calls and caps on area and damage. To address a relevant, specific point raised by BM's review, it's important to follow the guidelines in Damage (p. 10) and not allow 15d Sunbolts unless the campaign and setting call for them. Because this system can scale up to infinite levels, it's crucial that the GM sets appropriate caps.
Caps such as those in GURPS Supers, for instance. In fact, this system would work beautifully in a Supers campaign.
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Old 08-07-2015, 02:39 PM   #46
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Default Re: GURPS Thaumatology: Sorcery

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In fact, this system would work beautifully in a Supers campaign.
It bears a definite resemblance to the magic system in a Champions supplement called something like Mystic Masters. However, this system costs plausible numbers of character points; the Mystic Masters system was very poor value.
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Old 08-07-2015, 03:59 PM   #47
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Default Re: GURPS Thaumatology: Sorcery

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Thank you for pointing this out. Scaling was one of the highest priorities in my mind as I wrote the system, so I really hoped that it came across this way.

However, part of this scaling involves GM calls and caps on area and damage. To address a relevant, specific point raised by BM's review, it's important to follow the guidelines in Damage (p. 10) and not allow 15d Sunbolts unless the campaign and setting call for them. Because this system can scale up to infinite levels, it's crucial that the GM sets appropriate caps.
....
Snip
I actually use the level of Sorcery as an in-game cap in my DF games. It essentially breaks down to Sorcery 1 allows 1d damage spells. Every 2 levels of Sorcery after that allows an increase in 1d to damage spells. For Specialists they get a point break that shows that specializing allows them to be more powerful in their field than generalists. So Sorcery 3 allows 2d attacks, Sorcery 5 allows 3d, Sorcery 7 allows 4d, etc. This represents a Sorcerer's magical "muscle".

If my math is correct, this roughly keeps on par with Strength based ranged attacks point-wise. So your DF Scout won't feel outclassed damage wise when the Sorcerer picks up Impaling Innate Attacks.

Ergo, you can have a Sorcerer start doing 11d+ attacks, but they'll pay through their nose to get up there.
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Old 08-07-2015, 04:32 PM   #48
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Default Re: GURPS Thaumatology: Sorcery

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Originally Posted by Peter Knutsen View Post
Just to be sure, the PDF is a stand-alone work, not requiring the referencing of the preceeeding Pyramid article?
This has been answered, but I'd like to emphasize that, for all of our supplements, these questions . . .
  • What existing books are required for me to use this one?
  • How many pages long is this supplement?
  • Is there a section covering <topic>?
  • Is there any text directly copied from an earlier work?
  • Which books or Pyramid issues synergize with this?
. . . can always be answered by clicking on the preview PDF. This preview will always contain the table of contents, index, introduction (which spells out what books are required or recommended), and a few sample pages of content.
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Old 08-07-2015, 05:36 PM   #49
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Default Re: GURPS Thaumatology: Sorcery

Is there any discussion of using multiplicative modifiers in GURPS Thaumatology: Sorcery? It seems it would make costs for utility spells a lot more reasonable.
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Old 08-07-2015, 08:09 PM   #50
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Default Re: GURPS Thaumatology: Sorcery

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Originally Posted by Infornific View Post
Is there any discussion of using multiplicative modifiers in GURPS Thaumatology: Sorcery? It seems it would make costs for utility spells a lot more reasonable.
Is there really anything specific to discuss there? The benefits and drawbacks of multiplicative modifiers are constants; they don't really change in any meaningful way when you use them with sorcery. Basically, you'll want to recalculate the Full Cost of spells, just as you would for any other sample abilities from GURPS books.
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