10-07-2020, 03:45 PM | #61 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: What are the best magical systems in GURPS?
Generally my experience with magic systems in GURPS is that Magic as Powers can do literally anything you want exactly as you want it, and that other magic systems are grossly underpriced unless everyone is using them. If you've got one person using a magic system like the ones out of thaumatology and another person using powers the person with powers will always be behind in terms of both power and utility for any given CP value. And then it gets way worse when you start trying to have multiple different systems of magic in the same game.
I've heard all the arguments of how non-powers magic systems are heavily limited by fatigue/energy/tally costs, casting times, and skill/advantage buy ins. But you can apply comparable cast times and fatigue costs to powers, which I prefer to do anyway because I like resource and time management gameplay mechanics, as well a require skills and have talents (like with psionic powers), at which point you're basically doing the exact same thing as magic systems but paying an appropriately greater quantity of points for what you can do and you've got a built in system for building new spells. So generally I, as a GM, either allow powers or use a magic system like RPM, the basic magic system and it's multitude of variants, Path/Book magic, etc. And also, since I'm not really worried about my players having hundreds of points in powers as long as I built those powers (according to the themes, ideas, etc that the player suggested) I just about always go for Powers, even if I want it to look like "magic". |
10-07-2020, 03:54 PM | #62 |
Join Date: Feb 2016
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Re: What are the best magical systems in GURPS?
But that is not really a magical system, it is just abilities with the Magical (-10%) modifier. My solution is usually to make equivalents of RPM for other sources (Biological, Chi, Divine, etc.), so other types of supernatural character have equivalent capabilities without falling behind.
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10-07-2020, 04:37 PM | #63 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: What are the best magical systems in GURPS?
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One of the biggest advantages is that it can be given any flavor you want.
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10-07-2020, 05:09 PM | #64 | ||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: What are the best magical systems in GURPS?
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GURPS is far more inclined in telling what you what you cannot/should not do rather than what you can do...even if it is obvious. The best example of this is Recover Energy which expressly states "This spell does not function in low- or no-mana areas." and yet Sanctuary, which expressly states "is low-mana" goes on to state "the Recover Energy spell doesn’t work." <sarcasm>Thank you, Captain Obvious.</sarcasm> Another example is Power-Ups 7: Wildcard Skills: "If a wildcard and a Talent exist to cover the same skills, and the GM permits a character to have both, the Talent doesn’t improve skills covered by or defaulted to the wildcard." p. 10 "Talents: Talents including Magery, Power Investiture, and other advantages that improve magic spells rather than mundane skills – never benefit wildcards." p. 24 The reason for this is due to what "Wildcard Colleges", Thaumatology pg 75 did: "Wizards must purchase magical colleges as wildcard skills (see Wildcard Skills, p. B175). (...) Magery adds to college skills, and hence to spells – but this must be Magery of the correct type, if multiple varieties exist in the campaign. Example: Thaumaticus-Z6G has IQ 15, Wildcard Magery 2, and 12 points in the Air College! skill. He therefore has Air College!-16, and can cast Purify Air at skill 16, Shape Air at 15, and Lightning at 14." Contrast that with this: Morgan Silvercloak has IQ 15, Magery 2, and 12 points (attribute-1) in the Air College! skill . He therefore has Air College!-14, and can cast Purify Air at skill 14, Shape Air at 14, and Lightning at 14. See the difference? Quote:
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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; 10-07-2020 at 05:19 PM. |
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10-07-2020, 06:06 PM | #65 | |||
Join Date: Jun 2010
Location: Dreamland
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Re: What are the best magical systems in GURPS?
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A) How the power modifier works, both in what makes the cost and the special effects B) What spells are available; this can be a hard list, a soft list, GM approval on each one, or even just saying what you shouldn't do C) How you learn the powers If C works exactly like any other skill, even though they are powers, then you still get a feel of having to go to an academy or train under a wise wizard. B tells you how people see magic. A tells you how it works in play. The actual problem with Magic as Powers is the unwritten list of spells... which is true in basically any magic system (Magic has a list which you have to decide how much you are using and is complicated to satisfyingly come up with new ones, most other systems seem fairly open-ended). |
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10-07-2020, 06:40 PM | #66 |
Join Date: Feb 2016
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Re: What are the best magical systems in GURPS?
The problem with powers as magic becomes even greater when you enter get to TL5+. DR and Innate Attacks start to become effectively more expensive as technology becomes more powerful. At TL4, DR 10 is awesome. At TL6, DR 10 is not worth the CP you spent on it, as rifles will tear through it without difficulty.
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10-07-2020, 06:43 PM | #67 | ||
Join Date: Jul 2008
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Re: What are the best magical systems in GURPS?
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(Does Campaigns even actually say that dead characters are unable to take actions? I'm not sure. I didn't find it in a quick scan, but I only was able to find it attested as a D&D Murphy.) Quote:
Certainly Basic/GURPS Magic magic has a number of spells that look bad compared to a handgun.
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10-07-2020, 07:18 PM | #68 | ||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: What are the best magical systems in GURPS?
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I remember the D&D Murphy. IIRC the flavor text was "Stinks up the place though." :-) IIRC the majority (if not all) GURPS Murphys come from Classic. Quote:
True. Technomancer had to create boosted versions of the missile/area spells because the "normal" ones sucked compared to guns and other high tech weaponry
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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; 10-07-2020 at 07:39 PM. |
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10-07-2020, 08:03 PM | #69 |
Join Date: Feb 2016
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Re: What are the best magical systems in GURPS?
One of the reasons why I prefer RPM is that it is flexible enough that it can keep up with TL5+ equipment. Heck, it can easily make a gun better by changing its damage, accuracy, range, etc. For example, Lesser Strengthen Energy can double the damage and range of a pistol while Lesser Control Matter can add +5 to accuracy and damage. A .45 Colt could be made to deal 6d+1 pi+ damage, given an Acc 7, and have a range of 240/2,400.
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10-07-2020, 09:13 PM | #70 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: What are the best magical systems in GURPS?
I think it's not for people who want magic and to play quickly. But it's the right system if you want to homebrew your own magic system and are willing to take a lot of time to do it.
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magic, paut, ritual path magic, talisman of paut |
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