08-07-2015, 02:04 PM | #41 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
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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08-07-2015, 02:05 PM | #42 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
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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08-07-2015, 02:10 PM | #43 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Sorcery
Quote:
This is going to show up on my Patreon in September, I think.
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08-07-2015, 02:25 PM | #44 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Thaumatology: Sorcery
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08-07-2015, 02:34 PM | #45 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS Thaumatology: Sorcery
Quote:
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08-07-2015, 02:39 PM | #46 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Thaumatology: Sorcery
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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08-07-2015, 03:59 PM | #47 | |
Join Date: Dec 2012
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Re: GURPS Thaumatology: Sorcery
Quote:
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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08-07-2015, 04:32 PM | #48 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
Quote:
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08-07-2015, 05:36 PM | #49 |
Join Date: Dec 2004
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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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08-07-2015, 08:09 PM | #50 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Sorcery
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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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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