Re: What are the best magical systems in GURPS?
Quote:
However, there is another limitation per the RAW: GURPS Magic p. 220 states that once used a Talisman goes dormant. This effectively means a Paut Talisman is a Powerstone with the 'can only be used once in a particular time period based on mana level' quirk. So if for some silly reason you use one energy (dose) of your 20 energy (dose) Paut Talisman you will have to wait until it comes out of dormancy to use it again. I have updated the Alchemic Talisman section in the GURPSwiki on Paut to reflect this. |
Re: What are the best magical systems in GURPS?
Quote:
What specifically makes it particularly based on divine favor? That sounds like a basic magic as powers system. I had a strong adverse reaction to sorcery until I went back and read it a second time much later, and realized that its limitations and occasionally odd requirements are an intentional and core part of the system that distinguish it from generic magic as powers. |
Re: What are the best magical systems in GURPS?
Divine Favor is "miracles as Powers", so it's similar to Sorcery in that way. I think that's what he's going for.
|
Re: What are the best magical systems in GURPS?
Quote:
Your theory seems to be: -If you apply the batch rule to talisman crafting, you get a talisman that has the same effect as taking the entire batch of elixer. But why that rather than: -You can't apply the batch rule to talisman crafting. or -If you batch craft talismans, you get a batch of talismans. |
Re: What are the best magical systems in GURPS?
I would probably go with the latter interpretation.
|
Re: What are the best magical systems in GURPS?
Quote:
It seems significantly different from Divine Favor (and Sorcery) in that it doesn't make the 'central' ability be one that sort of already contains all the others, but less functionally than actually buying them. |
Re: What are the best magical systems in GURPS?
My primary issue with the 'powers as magic' systems is that they usually represent a large investment of points compared to other magical systems without an equivalent increase in utility. For example, take two magical characters, one given 400 CP for IQ and Sorcery and one given 400 CP for IQ and RPM. The RPM mage can purchase IQ 20 [200], Magery 8 [85], Natural Caster 4 [60], Path Adept [40], and 15 CP to get Alchemy-21, Exorcism-22, Mental Strength-22, Occultism-23, Symbol Drawing-22, Thaumatology-21, and nine Paths at 21, and half of their utility is in their cinematic IQ. A Sorcerer must be much more careful in balancing IQ, Magery, Sorcery Pool, and Sorcery Abilities, and will likely end up outclassed by the RPM character, especially if the RPM character has time to prepare.
|
Re: What are the best magical systems in GURPS?
Quote:
I was trying to stat up a lich king reflecting a Ravenloft villain, and was bashing my head against the spells-as-skills mechanics, when I found in Pyramid 3-25 there was a description of how to do this with points on page 5. Toxic Attack 10d (Area Effect, 128 yards, +350%; Cosmic, Irresistible Attack, +300%; Emanation, -20%; Magical, -10%) [288], followed by Allies (1,000 zombies; Built on 25% ; Magical, -10%; Minion, +0%; Summonable, +100%; 15 or less) [99]. As compared to the sort of number crunching I'd have to do with the Zombie spell from Magic. |
Re: What are the best magical systems in GURPS?
And there is some 'powers as magic' even in RPM with the existence of magical gadgets. For example, a Necromancer's Staff might have Ally (1,000 skeletons; 25%; 15-; Environmental, Ground, -10%; Magical, -10%; Minion, +50%; Protected Staff, -50%; Summonable, +100%) [98], +4 Magery (Protected Staff, -50%), Natural Caster 4 (Protected Staff, -50%) [30], and Path Adept (Protected Staff, -50%) [20], for a total of 168 CP. When planted into the ground for a moment, the owner can summon a group of 1,000 skeletons to do their bidding. In addition, the owner becomes a phenomenally powerful and skilled magician while wielding the staff.
|
Re: What are the best magical systems in GURPS?
Quote:
Incidentally, between almost all the spells being purchased at 1/5 cost, the power modifiers, and the use of multiplicative modifiers to reign in the cost impact of really big enhancements, it's pretty affordable. |
| All times are GMT -6. The time now is 06:08 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.