07-08-2018, 08:31 PM | #51 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: The Problem With Magic
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But Tolkien's own works throw a monkey wrench into that view so it is hard to figure out just what the magic level of Middle Earth really was. It certainly was lower then the average D&D setting. |
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07-08-2018, 08:52 PM | #52 | |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: The Problem With Magic
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07-08-2018, 11:04 PM | #53 |
Join Date: Jun 2010
Location: Dreamland
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Re: The Problem With Magic
This actually is the one thing I'm okay with the system as is. It would be nice to have some sort of list of what spells to allow for certain settings/story/campaign types, but that's the least problematic issue of the system. Really, the way to solve this is the setting creator (most likely GM) determines what "magic" is/means in the setting, then goes through the book and makes either a list of what spells do exist or which don't exist (and if the spell is a prerequisite, just ignore that prereq). Once the book is well known, this process only takes like ten minutes.
Others have brought up the "This spell exists and thus changes the setting" issue of much of Magic, but there's a long list of problems with the system; 1) Skill inflation. I've heard different numbers (200-800) for the number of spells, but there are 500 skill in default GURPS and no character needs or even wants 10% of that, and often is built on far less (between 4 and 10), yet Magic wants you to buy 10s or maybe even 100s to play a generalist wizard, and even a true generalist in GURPS can just buy high DX/IQ and rely on defaults, which magic doesn't have. 2) Strange Cutoffs. Normal skills are "good enough" at 12, combat usable at 14, amazing at 16, etc. Yet Magic wants you to have basically ever spell at 15 (-1 mana, small limitations on use) or 20 (-2FP, just concentrate). Unless you're buying one spell, every wizard is basically going to look like IQM18 (combination of IQ and Magery to 18 so even VH spells are 15). 3) Non-generic prerequisite list. It doesn't seem to be based around balance or even strictly better spells, it seems based around a specific feel for making the setting come across a certain way... which isn't generic. 4) Odd levels of competency. A wizard can have ATR (Costs 4 FP/minute) for far less than 80pts (ignoring points in IQ since IQ is already worth it). They also can get Warp, infinite DR, time jumping, etc. I can and have made a wizard with all the above on less than 200pts. And on the other end of the spectrum, spells like Light and Barber are worse than Accessory perks. 5) No consistency in 'pricing' or spell creation. I am not certain how to figure out Time, Cost, and modifiers for new spells since some spells seem more expensive than better spells. 6) Very weak combat spells except those that can end combat instantly or completely negate it. I could almost accept just the first problem (maybe even say that's a weakness of magic in the setting) but the second part makes it very odd. This is like 4, but this is an entire section of roleplaying (combat, exploration, social) where a wizard's power level is very extreme based on spell choice and not point total. 7) Scaling. A combination of 2, 3, and 4 makes it's hard to be merely "good" at magic. Either you aren't at the correct cutoffs (and thus might never be good at magic) or you hit the special numbers and suddenly you're amazing (makes me think of that other game 3.5 where wizards suck until they are suddenly overpowered). I could continue a nit pick list (Why does Great Haste make another target lose FP? Why lose instead of cost? How are energy costs determined for enchantments? Why are wizards with this absurd level of requirements to be good at enchanting ever paid Average Wealth?), but those 7 are the big issues I see with the system. |
07-09-2018, 01:02 AM | #54 | |
Join Date: Mar 2013
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Re: The Problem With Magic
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07-09-2018, 01:47 AM | #55 | |||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The Problem With Magic
We disagree on what are 'problems'.
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I just made a Character with 112 skills. Let's not pretend that "between 4 and 10 skills" on a Character are the average. That's not even enough to get someone to the dungeon, let alone to survive once they got there. Quote:
It's less so now, double less so in DF, but then DF considers skills of 16 to be "the basics needed to survive". Quote:
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07-09-2018, 02:10 AM | #56 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: The Problem With Magic
My only issue is how very much non-generic Magic is. It has a whole suite of inset assumptions.
The "4th ed." is the only 4th ed. book I didn't get. I have the 3rd ones, and they are nice for DF games.
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07-09-2018, 04:29 AM | #57 | |||||||
Join Date: Jun 2010
Location: Dreamland
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Re: The Problem With Magic
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The problem isn't whether people like it (I actually do like how it lines up in general), but rather for a system that's mostly generic this area seems very odd to be the place to not be generic, especially with the note that prerequisites aren't even a balancing tool. What is the setting? Why do certain spells have so many prerequisites? Quote:
A) Trimming the list. However, there is no handy way to determine what spells should be trimmed or the correct ways to limit them so they don't either shadow or outperform multiple niches. B) Liberal use of anti-magic... which itself is an issue worth an entire thread of it's own. Short explanation; Once I starts using magic systems that didn't have anti-magic built into it (such as Magic as Powers), I dropped that issue. Quote:
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*I just reread things, apparently it's blocking spells that can't be cheapened, not missile spells, but considering how slow and expensive most are (Throw Spell is my best friend), it's hard to be combat worthy if you're going for damage. FP costs are going to kill you if you don't pay attention, so it's better to cast a few spells to entirely avoid a situation that would require a lot of spells. Quote:
From the many times I've tried to not build an amazing wizard (minimum spells at 15 with 1pt each), it's hard to do anything much with magic. I've yet to see a way where one spell that has no prerequisites at skill 14 is worth it, when there are tons of normal skills that are enough to do something incredible at skill 14 (Stealth, Fast Talk, really most sneak or face skills in general). It's hard to make a dabbler worth it and/or make a character who isn't at that nice 15 yet but could conceivably ever get there in the future. I can play a combat-heavy character and pick one skill wholly unrelated to combat at 12 (such as Merchant, Public Speaking, Driving) and that skill is still worth it. Now, an argument could be made for Charms, letting you pick any one spell and ignore prerequisites, but even then it's hard to get to a level in skill that's worth the point investment (unless you pick one of the absurdly good spells). That works fine for NPCs (and in fact I love Charms for just that reason), but it's not really something a PC wants. |
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07-09-2018, 05:37 AM | #58 | ||||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: The Problem With Magic
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IIRC you could, in theory, have Magery with the Reduced Fatigue Cost enhancement which really messed the balance up. They fixed that by the time the Compendium 1 came out (as well as nuking Magic Power from orbit by not referring to it at all) In the light of Expert being 14-20 it makes some degree of sense. My main beef with it is it encourages the kind of min-maxing that happened in Champions and Hero systems. I don't think you can have a truly non-generic prerequisite list. It certainly is light years above level based system where spells have little to no relationship to each other. Quite true. Look at my Ritual Magic based version of Slayer Anime spells. While some of the spells have Magic equivalents the cinematic nature of the setting (Lina can Dragon Slave towns into craters but people somehow survive) makes figuring out how to translate the spells to GURPS a real pain. Quote:
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Last edited by maximara; 07-09-2018 at 06:38 AM. |
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07-09-2018, 06:27 AM | #59 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: The Problem With Magic
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590 points, with 177 points in a total of 138 skills and 5 techniques on the character sheet. 276 points with 59 points in a total of 51 skills and no techniques on the character sheet. 217 points with 88 points in 80 skills and no techniques on the character sheet. The first two characters are twentieth-century, the third is SF. All three are IQ-dominant characters, with IQs of 16, 15 and 15 respectively, which are at their respective campaign maximums. All of them have raised IQ by converting points in skills. None of them use spell-based magic, and all of them have some skills on the character sheet at zero points so as have the defaults ready to hand.
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07-09-2018, 07:32 AM | #60 |
Join Date: Feb 2016
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Re: The Problem With Magic
The problem that I have with such characters is that they represent two of my fundamental problems with GURPS. GURPS rewards nature over nurture (when the primary evolutionary advantage of humans is our ability to learn from experience and training) and it rewards being a generalist over being a specialist (which really is thematically contrary to most fiction). If a PC came to my table with over 50 skills, I generally tell them to reduce them in half, as they would have never realistically had a chance to gain the experience or training for so many skills.
Since I rarely use standard magic (I use ritual magic if I use the standard spell list), the maximum number of magic skills decreases to around two dozen. It gets rid of the clutter on the character sheet and encourages specialization. It also makes it quite difficult for magic to change the economy, as a mage with IQ 10 and Magery 0 needs to invest around 66 CP to gain Continual Light-16 instead of 28 CP. Enchanted items likely become vanishingly rare, as enchanting items is quite difficult for ritual mages. Last edited by AlexanderHowl; 07-09-2018 at 08:28 AM. |
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