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Old 05-24-2020, 03:59 AM   #11
Anders
 
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Default Re: Spells as Advantages [Thaumatology]

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Originally Posted by AlexanderHowl View Post
Ritual magic still requires a massive number of skill (there are 25 Colleges, so there would be 26 skills including the core skill, which is a prerequisite for the other skills). In addition, you still have to invest in specific techniques if you want a chance of using them.
Feel free to make it a single skill. I suspect it will be massively unbalanced, but I've been wrong before.
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Old 05-24-2020, 07:48 AM   #12
Taneli
 
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Default Re: Spells as Advantages [Thaumatology]

Quote:
Originally Posted by AlexanderHowl View Post
Ritual magic still requires a massive number of skill (there are 25 Colleges, so there would be 26 skills including the core skill, which is a prerequisite for the other skills). In addition, you still have to invest in specific techniques if you want a chance of using them.
You could re-arrange the spells into 9 schools (and corresponding skills) akin to DnD, if you wanted to.
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Old 05-24-2020, 09:38 AM   #13
AlexanderHowl
 
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Default Re: Spells as Advantages [Thaumatology]

The balance of the system would be provided by having characters purchase each spell as an advantage (5 CP for H spells/10 CP for VH spells). Even if you had just one skill for ritual magic, you are still having to purchase the H techniques to have a hope of doing any magic (the technique defaults would be Thaumatology-[6+prerequisite count]), so it is still a specific system rather than a general system. For example, the default for Transmogrification would be -36, so you would need to spend 37 CP to cast it without penalty.

The advantage that the D&D system possesses is that you either know the spell or you do not (you only have one overarching skill, Spellcraft). Now, you could make a ritual magic system similar to the D&D system, though I think that the GURPS system is adequate for what it does, but it would still be a ritual magic system and would not have spells as advantages. Transmogrification would still cost 37 CP to cast without penalty, while it would only cost 10 CP in a spell as advantage system.

A question related to the spells as advantages system (assuming that Thaumatology is the underlying skill and that Magery is similar to Magery [RPM]). What spells do you think that players would purchase as advantages? Which spells do you think would be largely ignored when they are not required as prerequisites?
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Old 05-24-2020, 01:20 PM   #14
Anders
 
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Default Re: Spells as Advantages [Thaumatology]

Isn't there a Pyramid article on making skills into advantages?
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