12-03-2013, 08:48 PM | #21 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Magic Flavor
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12-03-2013, 09:54 PM | #22 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: GURPS Magic Flavor
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12-03-2013, 10:10 PM | #23 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Magic Flavor
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Most though had a few good combat spells they favored so was not a problem. The rest were great out of combat spells. |
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12-03-2013, 10:11 PM | #24 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: GURPS Magic Flavor
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12-03-2013, 10:19 PM | #25 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Magic Flavor
I don't really think it does. It's neutral on the subject, to be honest. What encourages generalists is a system where the big investment is in an attribute or a Talent, and each added capability is a cheap skill. That's GURPS in general, not some special property of the magic rules. Whether it's "stupid" is utterly subjective; it's a workable model that's withstood 27 years of actual play.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-03-2013, 10:21 PM | #26 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Magic Flavor
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Well, the change in skill cost curves with 4th edition significantly altered the math on the generalist vs the specialist, as did eliminating the max skill points based on age and the general increase in point values. When your mage is built on 100+45 (spending 80 on IQ 14, Magery 3) there's less room for generalizing than when your mage is built on 250 + 105. Last edited by Anthony; 12-03-2013 at 10:24 PM. |
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12-03-2013, 10:36 PM | #27 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Magic Flavor
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Despite what I just said, we've certainly made the desire to publish sample magical styles very clear to our regular freelancers. If one of them wants to risk mediocre royalties working on examples instead of systems, we'll publish it. In fact, we have at least one possibility in the works right now, but it's too soon to talk about that. In the meantime, Pyramid has offered a number of magical styles, and we stand by our stance that Pyramid is real GURPS support that counts every bit as much as something with "GURPS Foo" on the front page.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-03-2013, 10:52 PM | #28 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Magic Flavor
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Again, we're following the money. But nothing prevents the GM whose players don't feel that way from running a 100-point campaign with as few disadvantages as make him comfortable, or even something like a 75 + 25 campaign. It's just that if the GM goes with high points, throwing the books at the players and saying "Make characters!" is doomed with or without magic. That's why worked examples like Dungeon Fantasy and Monster Hunters accompany high power levels with restricted trait lists, near-mandatory templates, and structured task rules that make clearer what levels of skill are needed to succeed.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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12-03-2013, 11:06 PM | #29 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Magic Flavor
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Bill Stoddard |
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12-04-2013, 12:50 AM | #30 | |
Join Date: Sep 2006
Location: Seoul, Korea
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Re: GURPS Magic Flavor
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