12-04-2013, 01:03 AM | #31 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Magic Flavor
Most character archetypes aren't that much more general at higher point levels -- they're just better at what they do. The changes to mages are different.
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12-04-2013, 02:03 AM | #32 |
Join Date: Sep 2006
Location: Seoul, Korea
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Re: GURPS Magic Flavor
True, but most characters built freehand become more general the more points you have to build them. Warriors with 250 points done have 100 extra points split between their primary weapons skill and strength. They have tracking, first aid above IQ, backup weapon skills, barehanded skills, etc.
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12-04-2013, 05:38 AM | #33 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: GURPS Magic Flavor
In my current long-running campaign, I wanted to restrict generalism without putting insane amounts of work into creating Magical Styles, so I simply decided that each college of magic is its own style. Starting characters could have multiple styles, and instead of a perk, style familiarity required a minimum level in a prerequisite skill (see below).
This method helped keep wizards in just a few colleges so that they wouldn't be too generalized, but it also helped to make them "wise" with mundane skills as well, and it gave magic a bit of believability--in order to manipulate some aspect of reality, you have to have some understanding of it! That said, I still had to prune the spell list a bit to keep mages at a power level where they don't shortcut every plot I come up with. I told them they cannot start with any of: Invisibility, Great Haste, Bless, Delay, Teleport, or any spell that has one of these as a prerequisite. For reference, here is my list of required skills by college: Air—Breath Control Animal—Naturalist Body Control—Physiology (any) Communication & Empathy—Psychology Earth—Masonry or Prospecting Enchantment—Jeweler Fire—Smith (any) or Fire Eating Food—Cooking Gate—Body Sense Healing—Physician Illusion & Creation—Artist (Illusion) Knowledge—Research Light and Darkness—Artist (any mundane) Making and Breaking—Engineer (any) Meta-Spells—Thaumatology and Research Mind Control—Hypnotism Movement—Acrobatics (any) Necromantic—Expert Skill (Thanatology) Plant—Naturalist Protection & Warning—Observation Sound—Musical Instrument or Singing Technological—Engineer (any) Water—Swimming Weather—Weather Sense This system has worked out really well, with fun, well-rounded characters who don't threaten to shortcut every plot and don't spend hours deciding what spell to cast next! |
12-04-2013, 06:10 AM | #34 |
Join Date: Jul 2007
Location: West Virginia
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Re: GURPS Magic Flavor
Frankly, why don't you and your player discuss what roles your characters want in the group? Maybe your Mage wants to have elemental and wilderness spells to keep the party alive and healthy in the deep wilds. Maybe they want to be and illusion casting showman with connections to the demi-mode. Find out what kind of game everybody's after then figure out what you can do with that.
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Per Ardua Per Astra! Ancora Imparo |
12-04-2013, 07:34 AM | #35 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Magic Flavor
Quote:
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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12-04-2013, 08:10 AM | #36 | |
Join Date: Aug 2007
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Re: GURPS Magic Flavor
Quote:
Then are also multiple mixed Martial/Magical styles in the new Yrth Fighting Styles pdf.
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Fred Brackin |
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12-05-2013, 05:41 AM | #37 | |
Join Date: Jul 2007
Location: West Virginia
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Re: GURPS Magic Flavor
Quote:
There should also be team styles were one mage makes a group of fighters more effective.
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12-08-2013, 12:37 PM | #38 |
Join Date: Jul 2007
Location: West Virginia
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Re: GURPS Magic Flavor
Question? Are there any martial arts, real or fictional, that focus mainly on the problems of working as a functional team?
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Per Ardua Per Astra! Ancora Imparo |
12-08-2013, 12:53 PM | #39 |
Join Date: Sep 2007
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Re: GURPS Magic Flavor
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12-08-2013, 12:55 PM | #40 |
Join Date: Dec 2006
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Re: GURPS Magic Flavor
Almost all 'soldier' based martial arts focus on this. Roman phalanx (ie shield wall) training coming first and foremost to my mind. There are likely others.
Last edited by starslayer; 12-08-2013 at 05:23 PM. Reason: hehe spell check turned foremost to forklift |
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