09-22-2019, 08:55 AM | #11 |
Join Date: Jan 2006
|
Re: First Healing Spell Of The Day
Allowing modifiers for extra time is the way to go if you want "mundane" mages who are capable of doing things in regular society. If you want mages to be a rarefied elite who must be amazing to be average, don't.
GURPS normally works on the assumption that folks with skills of 12-14 can be very effective by extensive use of various modifiers, and skills of 15+ are normally reserved for high end experts, special forces, and other hardcore weirdos. In many settings, all mages are hardcore weirdos, so forbidding these modifiers makes sense - magical skills of 14 or less are not serious. In others, they're "just this guy, you know," and in that case most of them probably have skill 12 in lots of spells, and still do fine as professional, but not adventuring, mages. Note that this doesn't only only apply to magic. If you forbid task modifiers for bakers, all decent bakers will be intensely focused high skill types, or dead via improbable oven accidents. A corollary is that in most settings combat is usually unsuited for positive task modifiers and expert combatants are all highly skilled. A corollary to that corollary - big positive combat modifiers such as high acc guns make draftees and militias and other amateur combatants much more influential militarily. |
Thread Tools | |
Display Modes | |
|
|