Re: What are the best magical systems in GURPS?
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Re: What are the best magical systems in GURPS?
Modular Abilities are best when limited. For example, I can take Modular Abilities 6/6 (Slotted Cosmic Powers; Magical, -10%; Trait-Limited, Languages Only, -50%) [30] and have perfect comprehension in any two languages with just a couple of seconds of concentration. Where MA become painfully expensive is if they are physical and/or universal.
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Re: What are the best magical systems in GURPS?
I gotta be honest, one of my favorite interpretations of magic as powers is from supers. I like their "mystic" supermage template and I really like the grimoire base improvisor.
Lower the number of slots for the grimoire improvisor to 1 and add a few more limitations that state any ability purchased with that advantage must have a level of Immediate Preparation Required to represent needing to perform a magic ritual and you've got someone who can hit the books to find that trick they need for this story and it's reasonably cheap for that much flexibility. then give them a useful amount of TK and a couple of signature spells as abilities and you've got Dresden, Willow, any witch from Supernatural or Vampire Diaries Ever, etc. Give them more stuff off the supermage mystic template and power up the cp available in their grimoire and you've got any comic book mage. It's more expensive than what you can do with technology via mundane only point expenditures but it's balanced against other powers and powers are always more expensive then mundane competency, which is why I always recommend making the cp pools for superpowers a separate from the cp pools for mundane traits. But I guess there is a question of how you define "best." For it's CP cost I've seen RPM outperform every single other system in gurps by a huge margin. I've also seen it break multiple games, including monster hunter games for which it was designed, with it's overwhelming versatility and exponential power curve. To me this doesn't make it the best system because I define "best" as the system that most consistently delivers the best play experience. And whether it's on the character creation front, the character growth through CP expenditure feeling fair front, or the in game use front, I find Powers to be by far the most robust, well balanced, versatile and flexible, system for supernatural abilities of any color in gurps. |
Re: What are the best magical systems in GURPS?
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And I'm looking at the ultimate cost of the realms, and it may be a touch high. Actually, its less of the cost of the realms being too high and more of that for advantages that cost that much I'd have expected better discounts on casting times, energy costs, and skill penalties. Quote:
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Re: What are the best magical systems in GURPS?
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A lot of mages in fiction really don't have the flexibility we've come to expect out of an RPG magic system, and that's often where magic as powers shines |
Re: What are the best magical systems in GURPS?
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Re: What are the best magical systems in GURPS?
The Magical Powers Talent from Fantasy (p. 159) pretty much covers most TV mages. For example, you could have TK 20 (Magical, -10%) [90] as the base ability and have any number of Afflictions as Alternative Abilities (all Afflictions are legal abilities) and, if you have a campaign with the Temporary Enhancements and Using Abilities at a Default optional rules, you could improvise any Affliction. A healing spell might be Affliction (Advantage, Regeneration, Fast, +500%; Malediction 1, +100%; Magical, -10%) [69], which would 14 CP as an alternative ability. An agony spell might be Affliction (Agony, +100%; Cone, 25 yards, +290%; Malediction 2, +150%; Magical, -10%; Selective Area, +20%) [65], which would be 13 CP as an alternative ability. It would be a bit like Sorcery, though it would require some flexibility of thought.
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Re: What are the best magical systems in GURPS?
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Re: What are the best magical systems in GURPS?
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The thing is, if any potentially toxic substance in any quantity is defeated in all ways, the character dies because oxygen is toxic, water is toxic, etc. |
Re: What are the best magical systems in GURPS?
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