08-22-2008, 01:20 PM | #1 |
Join Date: Jul 2007
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Mage magic in 4th Edition
I really like the magick system from White Wolf's Mage setting. It is both my favorite magic system and my favorite WoD game. I like that GURPS 3e got to have an adaptation of it.
So, how would I use my old GURPS 3e Mage: The Ascension in a GURPS 4e game? |
08-22-2008, 01:25 PM | #2 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Mage magic in 4th Edition
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08-22-2008, 01:28 PM | #3 |
Join Date: Jul 2007
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Re: Mage magic in 4th Edition
Nothing that I know of, but I didn't know about the existence of Realm magic. Is that in Magic or Thaumatology? Because I haven't gotten my copy of Magic and I'm waiting for the hardcover for Thaumatology.
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08-22-2008, 01:35 PM | #4 | |
Join Date: Jul 2005
Location: MA, USA
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Re: Mage magic in 4th Edition
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08-22-2008, 01:42 PM | #5 | |
Join Date: Jul 2007
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Re: Mage magic in 4th Edition
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Thank you for alerting me to it. It may fit well. |
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08-22-2008, 03:27 PM | #6 |
Join Date: Aug 2004
Location: U.K.
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Re: Mage magic in 4th Edition
Thaumatology Realm Magic is indeed completely usable for Mage magic, while being more generalised. However, honesty compels me to point out that there's actually nothing to stop anyone from using the GURPS Mage magic rules directly in 4e games, if you really like them as they stand.
(I'm actually running a GURPS Mage: Sorcerers Crusade campaign, now under 4e, with the GURPS Mage system, lightly tweaked for compatibility with Crusade.)
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08-22-2008, 05:28 PM | #7 | |
Join Date: Jul 2007
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Re: Mage magic in 4th Edition
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The next thing I need to do is figure out how to adapt the JAGS Wonderland magic system into GURPS, but that's another thread. |
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08-22-2008, 06:19 PM | #8 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Mage magic in 4th Edition
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I love the Mage the Ascension concepts as well. |
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08-22-2008, 09:41 PM | #9 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Mage magic in 4th Edition
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GEF NB: Personally, I've never liked Prime and Entropy as separate spheres; seems they overlap conceptually with the benefit of the doubt given to Entropy, and the latter sphere also gets decay, which Time should accomplish, and control of the outcomes of mechanical interactions such as weather and rolling dice more properly in the ralm of Forces and Matter. I could drop the sphere of Entropy completely and recalculate with just 8 spheres under the rules in Thaumatology. |
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08-22-2008, 09:59 PM | #10 | |
Join Date: Jul 2007
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Re: Mage magic in 4th Edition
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