Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-21-2014, 09:08 AM   #11
benz72
 
benz72's Avatar
 
Join Date: Oct 2006
Location: Chagrin Falls
Default Re: [Magic] Illusion spells

Given the understandable confusion about this issue and the general forumite desire for a 'clean up' edition of Magic for 4e, what SHOULD the Illusion rules be? Specifically, how would we like illusions to move?
__________________
Benundefined
Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble.
benz72 is offline   Reply With Quote
Old 04-21-2014, 09:33 AM   #12
jeff_wilson
Computer Scientist
 
jeff_wilson's Avatar
 
Join Date: Aug 2004
Location: Dallas, Texas
Default Re: [Magic] Illusion spells

Quote:
Originally Posted by benz72 View Post
Given the understandable confusion about this issue and the general forumite desire for a 'clean up' edition of Magic for 4e, what SHOULD the Illusion rules be? Specifically, how would we like illusions to move?
There should be some options for faster moving external illusions at least, perhaps similar to the way more capable creations cost more.
__________________
.
Reposed playtest leader.

The Campaigns of William Stoddard
jeff_wilson is offline   Reply With Quote
Old 04-21-2014, 09:43 AM   #13
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: [Magic] Illusion spells

Quote:
Originally Posted by benz72 View Post
Given the understandable confusion about this issue and the general forumite desire for a 'clean up' edition of Magic for 4e, what SHOULD the Illusion rules be? Specifically, how would we like illusions to move?
IMO, an illusion should be able to move at whatever speed is reasonable for that specific illusion. An illusionary car moving at 50mph is believable, but attempting to move an illusionary human at 50mph should dispel it immediately, as nobody is going to believe such a thing.
Nereidalbel is offline   Reply With Quote
Old 04-21-2014, 09:56 AM   #14
jeff_wilson
Computer Scientist
 
jeff_wilson's Avatar
 
Join Date: Aug 2004
Location: Dallas, Texas
Default Re: [Magic] Illusion spells

Quote:
Originally Posted by Nereidalbel View Post
IMO, an illusion should be able to move at whatever speed is reasonable for that specific illusion. An illusionary car moving at 50mph is believable, but attempting to move an illusionary human at 50mph should dispel it immediately, as nobody is going to believe such a thing.
If you let any illusions travel at arbitrary speed, they become very cheap telecoms.
__________________
.
Reposed playtest leader.

The Campaigns of William Stoddard
jeff_wilson is offline   Reply With Quote
Old 04-21-2014, 09:59 AM   #15
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: [Magic] Illusion spells

I'd go with Move 5, as in the FAQ. That's the speed used by Light, Mage Light, Shape Darkness, Shape Fire, and other effects that move energy around in GURPS Magic. If that seems too slow for wizards who hope to create illusionary hawks and horses, a reasonable compromise would be to take a page from Displace Spell or Ball of Lightning, and add Magery or skill/5 to this Move.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Old 04-21-2014, 11:08 AM   #16
benz72
 
benz72's Avatar
 
Join Date: Oct 2006
Location: Chagrin Falls
Default Re: [Magic] Illusion spells

Quote:
Originally Posted by Kromm View Post
I'd go with Move 5, as in the FAQ. That's the speed used by Light, Mage Light, Shape Darkness, Shape Fire, and other effects that move energy around in GURPS Magic. If that seems too slow for wizards who hope to create illusionary hawks and horses, a reasonable compromise would be to take a page from Displace Spell or Ball of Lightning, and add Magery or skill/5 to this Move.
Thanks,

I've been trying to come up with some kind of energy - effectivness conversion for 'extra effort' in spells as a generic template for perks. I think faster movement of a specifc spell might make a good perk.
__________________
Benundefined
Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble.
benz72 is offline   Reply With Quote
Old 04-21-2014, 11:08 AM   #17
David Johnston2
 
Join Date: Dec 2007
Default Re: [Magic] Illusion spells

Quote:
Originally Posted by Nereidalbel View Post
IMO, an illusion should be able to move at whatever speed is reasonable for that specific illusion. An illusionary car moving at 50mph is believable, but attempting to move an illusionary human at 50mph should dispel it immediately, as nobody is going to believe such a thing.
Illusions are more like holograms than mental deceptions. Even if you don't believe them they don't go away.
David Johnston2 is offline   Reply With Quote
Old 04-21-2014, 05:54 PM   #18
Not another shrubbery
 
Join Date: Aug 2004
Default Re: [Magic] Illusion spells

Quote:
Originally Posted by benz72 View Post
Thanks,

I've been trying to come up with some kind of energy - effectivness conversion for 'extra effort' in spells as a generic template for perks. I think faster movement of a specifc spell might make a good perk.
That seems pretty reasonable to me. For just one spell, I'd expect the increase to be fairly large.

Kromm is "we"? He seems bigger in his picture.
heh
Not another shrubbery is offline   Reply With Quote
Old 04-22-2014, 11:00 AM   #19
benz72
 
benz72's Avatar
 
Join Date: Oct 2006
Location: Chagrin Falls
Default Re: [Magic] Illusion spells

Quote:
Originally Posted by Not another shrubbery View Post
That seems pretty reasonable to me. For just one spell, I'd expect the increase to be fairly large.
What final rate would you suggest? Or would you level the perk so that you could have Move, 2Move, 3Move (or perghaps Move, Move^2, Move^3)?
__________________
Benundefined
Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble.
benz72 is offline   Reply With Quote
Old 04-22-2014, 08:00 PM   #20
Not another shrubbery
 
Join Date: Aug 2004
Default Re: [Magic] Illusion spells

Quote:
Originally Posted by benz72 View Post
What final rate would you suggest? Or would you level the perk so that you could have Move, 2Move, 3Move (or perghaps Move, Move^2, Move^3)?
I generally stay away from leveled Perks. I'd probably make this something like Move*5 for a single Illusion spell, which would be enough to increase the verisimilitude of certain illusions, or let you surprise foes at range somewhat easier, without greatly enhancing the effectiveness of the spell.
Not another shrubbery is offline   Reply With Quote
Reply

Tags
illusions, magic, range of illusions


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:49 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.