07-11-2020, 07:25 AM | #21 | |||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Magic Attribute
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Magery (Functions as a Different Talent ±0%; Sanctity Replaces Mana: ±0%; No Zero-Level Requirement +10%; Inspired Learning +20%; No Spell Prerequisites +30%; Pact -10%; No Magic Item Sensitivity -20%; Limited spell list -30%) This thing is so different it has another name: Power Investiture Quote:
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This causes another problem; the way Ritual Path is written it does not follow the rules set forth in Thaumatology. For example "Magery 0 grants no other benefits – it cannot detect magic, etc" but Limited Magery 0 in Thaumatology (pg 21) expressly states that this is No Magic Item Sensitivity (-20%) that must be specifically applied to Magery 0 otherwise Magery 0 functions normally. By this rule Magery (Ritual Path) 0 should be 4 points not the 5 that is implied unless it is offset by an equal enhancement but it is unclear just what that enhancement is. To paraphrase Sir Arthur Conan-Doyle 'we got there but we didn't get an explanation on how we got there'
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07-11-2020, 08:38 AM | #22 | |
Join Date: Oct 2007
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Re: Magic Attribute
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Sure, a +1 sword might respond to nearly everyone, but a +2 Dragonslayer sword needs a more heroic figure while Excalibur can only be wielded by the most powerful heroes. Or an Ever Burning Torch (Power 9) vs a Wand of Fireballs (Power 12) vs a Wand of the Inferno (Power 15). In this setup Power represents how attuned a character is to the flow of magic in general, and magical items require a certain amount of this flow to function. I would let players purchase 1 or 2 levels of "Flow" above their Power at character creation, to represent an improved ability to channel magic into/through items but not through self (and also let Warrior McBeef use a better magic sword without purchasing full levels of Power). I'm not sure how much I'd charge for Flow. Even if 2/level might feel fair for something that "doesn't do much", I feel like that's an easy -2 Power/+2 Flow for -16 total (if Power is 10/level) without doing much to penalize a starting non-caster character. Depending on opportunities for improving Flow and loot acquired it could be an issue later on or it could simply just have been 16 free points. |
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07-11-2020, 09:13 AM | #23 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Magic Attribute
That's a cool idea that could get rid of the binary "Usable only by mages." that so many people dislike. Some function of prerequisite count would probably make the most sense. Reading "yards" as "prerequisites" on p. B550 to get SM ("Why it was always Spell Minimum, never Size Modifier!"), and using 10+SM, for instance. I'm not even sure I'd have a problem with Great Wish requiring Power 18 to be useful.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
07-11-2020, 10:01 AM | #24 |
Join Date: Feb 2016
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Re: Magic Attribute
It may be worthwhile to allow individuals to enhance mundane items with Power Points. In effect, characters could commit PP to a mundane item in order to manifest an ability with a CP cost equal to the amount of PP committed (they would not benefit from gadget limitations though, as the character could simply commit the PP to other mundane items). Characters could commit up to (Power) PP divided among one or more items, with their remaining PP being reserve for extra effort and cinematic/supernatural abilities. The process of commitment would require a successful Meditation roll and one hour per PP committed (a process that could be unconscious).
For example, a professional boxer with Power 12 might have a prized pair of fighting gloves. With up to 12 PP to commit, the boxing gloves could give them Striking ST+6 (Single Attack, Punch, -60%) while they wear the boxing gloves. If the gloves are destroyed or stolen, they could reinvest the PP in another set with a successful Meditation roll and 12 hours to meditate. |
07-11-2020, 10:37 AM | #25 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Magic Attribute
Quote:
The whole "Usable only by mages." thing is a relic from Classic when Magery 1 [15] was the lowest form of Magery one could formally get (Magery 0 was houserule back then) Things have changed to the point where "Usable only by mages." isn't that powerful a limitation anymore. Instead of creating something new let's look in the GURPS toolkit and see what "off the shelf" tools we can adapt. Fractional Magery immediately comes to mind. Instead of being limited to Magery (Path/Book) open that rule to all forms of Magery. Now "Usable only by mages" becomes "full power limited to Magery 0" with non-mages being at -5 to use the item - assuming they have an idea it is a magic item as whole detect magic item ability doesn't kick in until Fractional Magery 5. This means a Power 15 item will cast spells as if it is Power 10 in their hands an each level of Fractional Magery removes a -1.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 07-11-2020 at 03:54 PM. |
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