06-03-2023, 01:32 PM | #141 | |
Join Date: Jun 2022
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
[Had weird issues with the last post editing a spelling error, I'd hit the word count limit... sigh]
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(My tappity-tap is to treat take a suggestion from the FATE version, every mage has one "area/college/path/style" where they do not suffer Greater effects and one where they always suffer every spell as a Greater effect, all other 'paths/areas/etc" are treated normally under RPM. And the whole "Magic plays hell with technology" is package disad for casters that can be partially bought off. Harry's personal "do not suffer Greater Effects" area is "Fire and Blatant Destruction", he suffers under Greater Effect costs for anything "subtle", and he's never bought down his "messes up technology" Disad. His apprentice's personal 'easy' Path is Illusions and has bought up the Mind Path almost exclusively, suffers Greater Effects on all "Damaging Rituals", and had bought down the "tech messes up" as low as they could at chargen, bought it can never be completely bought off.) |
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06-03-2023, 03:15 PM | #142 | |
Join Date: Jan 2008
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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On top of that, RPM is simultaneously too powerful, because an RPM Harry who can create Fireball evocations is also an RPM Harry who can use Chill (RPM pg 39) and its inverse to chill his icebox and heat his water heater for hot showers, something Harry cannot do. What rules am I overlooking that address these concerns of casting speed and overly broad magic? Edit: oh, I see. Your rules tweak is designed to address point 1 (casting speed) by making everyone destructive cheaper for combat wizards like wardens? Last edited by sjmdw45; 06-03-2023 at 03:20 PM. |
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06-03-2023, 03:28 PM | #143 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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The core is simple enough but the nuances can be tricky. Also there are optional rules and tweeks in various supplements, including Pyramid. He runs out of energy fast in the early books so Energy Reserve seems a good fit. The tradeoff for making certain things Lesser Effects and others Greater Effects is a great all and will make a big difference. He also needs Ritual Adept.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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06-03-2023, 04:08 PM | #144 | |
Join Date: Aug 2007
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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I'd do Harry's workhorse energy manipulations with Magic-as-Powers (possibly the Sorcery supplement which I have bypassed so far) and feed those Powers from an Energy Reserve with some rules about sacrificing something or other when your Reserve is empty. Actually the main disadvantage of trying to do Harry with sufficiently high levels of Standard Magery and ER is that this would be too flexible. RPM probably would be too.
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Fred Brackin |
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06-03-2023, 05:18 PM | #145 | |
Join Date: May 2010
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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OSR isn't even my preferred play-style—in my 1e books Gygax goes into some detail about why he's against hit location rules, whereas I love my hit location rules—but there's more going on there than just people trying to relive their teenage (or pre-teen) years.
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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06-03-2023, 08:03 PM | #146 | |
Join Date: Aug 2007
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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I _hate_ with a deep and abiding passion needing to fast-talk the GM to get things done. I think it's an OPH that was meant to be out-grown.
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Fred Brackin |
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06-03-2023, 08:40 PM | #147 | |
Join Date: Aug 2006
Location: L.I., NY
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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I have some notes on how I model Dresden magic on my blog. Feel free to take a look and let me know what you think.
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I started a blog about how I GM GURPS. Last edited by Mr_Sandman; 06-04-2023 at 06:07 AM. |
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06-03-2023, 10:38 PM | #148 | |
Join Date: May 2010
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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__________________
Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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06-03-2023, 10:53 PM | #149 | |
Join Date: Jan 2008
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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The blog link just leads me to a blank page. "You don't have any WordPress sites yet. Would you like to start one?" Edit: found a working link through your signature. I may be missing something but it looks to me like there's nothing there that speeds up casting evocations sufficiently to replicate the events of the novels. The spell prices just don't match the slow rate of energy gathering. Dresden Files magic is orders of magic faster than RPM at gathering energy. Last edited by sjmdw45; 06-03-2023 at 11:10 PM. |
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06-04-2023, 06:51 AM | #150 | |
Join Date: Aug 2006
Location: L.I., NY
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Re: Has SJGames been working on GURPS 5th edition for 2 years, or is Steve just troll
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I admit, my approach works better for the earlier books, before Harry becomes a much more powerful character. I still think it works well for what I imagine the average wizard can do in the Dresden-verse. Harry is a heavy-hitter, and many of the other wizards depicted in the books tend to be wardens or the most powerful wizards of the white council. They would all have to be high point total characters for modified RPM to work, but they could still work. If Harry has blasting Energy spells as a personal lesser effect, and skill of 23 or more in the spell Fuego (or his blasting rod grants him Ritual Adept (Time) and he has a skill of 17), and has bought up the technique to counteract the penalty for reducing the 5 second energy gather time, half the time he can gather the energy for a Fuego doing 3 dice of damage in one second. The exact method, effort, and time it takes to gather energy and cast a spell in the books is never explicit. The fact that gathering energy is mentioned at all, I think gives a GM license to say it is a requirement for all casting. Really fast effects where no concentration is required seem to be tied to charms of some sort, especially in the earlier books. I deal with the flexibility of RPM by not allowing wizards to improvise magic. They have to learn defined spells and record them on their character sheet. They can learn spells from other wizards, and only create new ones through the invention process.
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I started a blog about how I GM GURPS. Last edited by Mr_Sandman; 06-04-2023 at 06:55 AM. |
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