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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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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Re: What are the best magical systems in GURPS?
[QUOTE=Taneli;2347551]
For ceremonial casting, you revert to gathering energy, with one gathering roll every five minutes (or even longer without Ritual Adept). This makes for long ceremonies, with plenty of time for enemies to interfere. It might even allow casting spells that aren't known or in an available source: this could be the equivalent of a prototype. |
Re: What are the best magical systems in GURPS?
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Unless your point is that Immunity doesn't affect friendly spells and you only can't turn it off for hazardous spells. Then I apologize for making that assumption. |
Re: What are the best magical systems in GURPS?
Immunity (Magic) effects all magic.
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Re: What are the best magical systems in GURPS?
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On that note, as pointed above, RPM is likely the strongest magical system (that or maybe syntactic verb/noun magic without FP costs) largely for being able to get around many of the antimagic problems that exist due to sheer versatility in what you can do. Many forms of anitmagic only work against certain ways a spell is cast on something with Static and Mana Dampener being the best "stop all angles" approaches. |
Re: What are the best magical systems in GURPS?
Immunity works against effects of that type that do not allow for Resistance rolls (for example, Cyanide for Poisons and Malaria for Disease), so Immunity (Magic) works against all magical effects that target a character, whether they are resisted or not (unless DR or Protect Sense provides protection). There are diseases and poisons that potentially have beneficial symptoms (for example, a Fatigue Attack with Contact Agent could give Regeneration), but Immunity (Disease) or Immunity (Poison) would also prevent them from working.
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Re: What are the best magical systems in GURPS?
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On topic, I also like "Magic as TL" where the 'tech' of the setting is actually just magic being commonplace. "Magic as Bang!" is a pretty fun subtle system where you pick a wildcard skill and treat the effects as magic, including things like impulse points the bang skill gives. |
Re: What are the best magical systems in GURPS?
Anyone know why Magic Resistance does such an extreme 'no spells at all' even at level 1, instead of just acting like a double-edged sword and penalizing?
Kind of like how Mind Shield works if you take the PP15 "Feedback" limitaiton. A soft cap. Quote:
You don't get Resistance Rolls at all against spells not listed as "Resistable", and even with those, you don't get Resistance Rolls if they critically succeed. That's where Magic Resistance seriously pulls ahead of Resitant to Magic / Immunity to Magic, because it can target the basic skill roll and cause failure, regardless of whether the outcome is resistible. By dropping skill below 16 or 15 you remove 6/5 as crit success results, so you only need to worry about the rarer 4/3 results. Also useful in creating more crit fails: especially in wild mana. I don't think lowering effective skill past 3 prevents attempts (since you may not know the penalties a applying to you when attempting it) but if it doesn't, it probably shouldn't be a crit success anymore, or even a success at all (like firing a skill 20 gun with -100 range modifiers) Quote:
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To make resistant optional (temporarily take off to try and fail rolls) you could make it switchable, usually on, "costs fatigue", try to "power block" with it and fail, etc... Quote:
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Though it's +10% for non-mages so maybe you mean that Quote:
Resistant isn't a listed example there if that's what you mean? Quote:
and P72 mentions "a power" providing protection against it's source should be forbidden, but that wouldn't prevent you from having "Immunity to Magic (Psionic Telepathy -10%)" as 1 power and a separate batch of magical powers. M12 similarly talks about powers protecting against their source, so Immune to Magic as a wild advantage (not a power, no source) would not clash with having Possession (Magical -10%) or similar. The interesting thing about magic is also that when you can resist, you can voluntarily waive resistance rolls, so you could take the +8 resistance and opt to waive it in cases where you trust the caster. I just don't know if the auto-success version is waivable in that way. Quote:
Worth wondering if something "offers a resistance roll" in the situation of "I'm consenting to the spell". Quote:
B439 makes it sound like a "direct physical attack" (ie Toxic Attack) since it would lack the "Resistible" limitation. This can be respiratory, matching "Innate Attacks with these modifiers" on B80. We're told it doesn't apply where DR does, but since respiratory ignores DR that's no help... "do not have any any of the modifiers given above" and so forth. I guess maybe I'm wondering what the point is of DR (poison only, hardened) would be if ITDR does that, but I guess it would still be "forms of poison that don't ignore DR". Contact agents having a 15 minute delay is something I'd have trouble putting in Innate Attack terms... I guess it's like Onset / Exposure Time Maybe "Resistible on a HT-20 roll" would be like a -0% limitation and what things like this effectively are? It's just a strange jump to go from Resistant to Poisons +8 doing nothing (nor a Power Block doing +16) to the next step being a guarantee. Sort of like how P118 "Instant-Death Attacks" treats an HT-18 affliction as "instantly kill anyone with HT 20 or less" even though an effective HT of 2 is actually still supposed to let you have a resistance roll. |
Re: What are the best magical systems in GURPS?
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But yes, it isn't strictly better, you're write. |
Re: What are the best magical systems in GURPS?
After thinking this over for a while, and in answer to the original question, I think that it's clear that the "best" magic system varies considerably by the particular setting being used. For myself, my preferred magic systems include (in no particular order):
Sorcery - perhaps the best implementation of "magic as powers", I think. Personally, I think that Divine Favor can be considered a variation of this, or vice versa, but that's just a matter of taste I think. Psionic Powers - treated as magic. Path/Book Magic - there are some parts that didn't make a good transition from 3E to 4E and so I think should be adjusted, but it's still a wonderfully flavorful system. Vanilla Magic - along with many of the variations, such as Threshold-Limited, Clerical, altered colleges, and so on. But right now, my fantasy campaign under construction is looking to work with a combination of spirits and similar entities, the "Technicians of the Sacred" and similar ideas from Low-Tech Companion 1, and the ideas behind the Mystic (Practitioner) template in GURPS Horror or even the Mystic (Charlatan) template. So, kind of a "magic as powers" system, I guess, but also "magic as regular skills". |
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I've used the core magic system quite a bit and it works well, is fun to play and lets the players feel like wizards. |
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How is the core magical system god mode? I can get much better results from RPM.
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I'd bought another 15 spells or so during that arch, and then the GM gave a point dump at the end of the arch so I bought another 5 magery all gadget limited so that my skill levels with Hard spells would be good enough to have notable cost reductions. From that point on I had at least partial solutions to any problem the GM could throw at us, and it only got worse as sessions past and I wracked up more points to spend on new spells. Eventually I just retired the dude because he was so powerful that solving the worlds problems by building vampire proofed cities and rebuilding civilization was his priority instead of adventuring. And the GM, who had been a really great sport, breathed a sigh of relief. I mean, I can hit god mode harder with RPM. But it's also a lot messier getting there and usually ends up with more rules arguments, and it also only lasts until the GM decides he doesn't feel those spells should work that way anymore. |
Re: What are the best magical systems in GURPS?
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Me, I prefer GURPS MAGIC over any of the other possibilities for magic in the game. Having used it for all these decades, I dare say that if I were at a convention and had to do a pick up game on the spot, that I could run just about anything with GURPS MAGIC without any problem. Magery as an advantage may not be improved beyond what you start the campaign with short of Divine intervention or Greater Wishes - both of which are in short supply. Magery 4 has been permitted in a GURPS MAGIC campaign exactly ONCE - and the player's comment of "What are Magery 4 only spells" to which I said "There are none, unless I actively create a few". |
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Re: What are the best magical systems in GURPS?
Honestly, the simplest magical system is probably Magic as Powers when the GM is willing to do the heavy lifting of designing abilities.
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Re: What are the best magical systems in GURPS?
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Creating a framework in which the GM can create new spells or let his player create new spells is nothing new. If you're familiar with HARN MAGIC, then you will know they have had that capability for YEARS before GURPS ever started to experiment with alternatives to GURPS MAGIC. Do you want to know why I never went over to that kind of game system for magic? You're at the table with players, and they went in a direction you didn't plan on. Rather than railroad them with forcing them to go the way you're prepared to go, you wing it. Then they run into a random encounter with a mage of some sort. QUICK! List all of the spells this Mage has! Oh wait, No two spells are the same nor have the same effects because each spell is truly individual. Well, there goes the ability to wing it unless you pre-create your mages in advance. That's fine, but sometimes what you spend 2000 hours creating only to use 10% of - makes you realize that you have a better use for the other 90% of the 2000 hours you spent - could have been directed at something else. Then comes the persnickety mathematical precision necessary to describe the spell as an advantage - not as if GURPS doesn't have a plethora of possible ways to build any given advantage, and some are not so readily apparent as to how they're used! That's just for Spells as Advantages. Using any of the other magic systems - I find is VERY open to abuse, allowing for things undreamed of in GURPS MAGIC. Be aware, I am only TOO aware that my preferences are not universal nor always shared by anyone else. I'm GLAD that GURPS VOODOO came out, but saw issues with that. I own copies of other game systems such as PENDRAGON, Chivalry and Sorcery (every edition that ever came out including the 5th edition). I owned copies of TFT (The Fantasy TRIP) WIZARD and even SPI's DRAGON QUEST. If you want to have some fun - take a peek at EDEN STUDIO's WITCHCRAFT/ARMAGEDDON series of books, and see how the Path Magic SHOULD Have been done with GURPS VOODOO (Incidentally, the same author who gave us GURPS VOODOO also gave us WITCHCRAFT and ARMAGEDDON). Sadly? Despite what we have with GURPS CHARACTERS and GURPS THAUMATOLOGY, there is no way to actively and accurately - simulate the magic system of EDEN STUDIO despite its relative simplicity! Well - that's my take on games that give you the ability to create customized spells where no two characters create the exact same spells. It is great if you like to do that level of customization, but it can interfere with the ability to throw in spur of the moment characterizations. |
Re: What are the best magical systems in GURPS?
Of course "best" is subjective. For me, I've used GURPS Magic for home games, online games, and at gaming conventions. Myself and six other GMs ran a continuing fantasy campaign at Strategicon Conventions (OrcCon, Gamex, Gateway) using spells from GURPS Basic Set, which uses the same system as GURPS Magic. It worked quite well in all of them.
That said, I have played with variations. |
Re: What are the best magical systems in GURPS?
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Re: What are the best magical systems in GURPS?
My preferences are Magic as Powers for non-flexible magic (though using Divine Favor as a core for improvising has its merits) and Realm Magic for flexible magic — although the very first thing I do with it is to throw out the energy costs for nearly everything; and I've got a half-dozen house rules that I routinely apply to it. So as written, I wouldn't call it “the best” per se; I just like the principles on which it's built, even if they were poorly executed.
I'm also fond of Path/Book Magic when dealing with “subtle magic” settings. |
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That sounds intriguing. Can I see them? |
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Edit: Thank'ee sai. |
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You decide the parameters of the NPC so this is fair to you. If you want, open up a new thread. Maybe the example you give me will inspire me to use it in my upcoming SECRETS OF NEW ORLEANS Fantasy Grounds campaign set in 1920, but with the Call of Cthulhu material excised out and a different horror campaign put in its place (If you know Eden Studios WITCHCRAFT game system, it will be the Combine vs all mages and all other monsters, with the mages usually avoiding the monsters etc). Set in 1920's - the player character is unaware of what magic is out there. So, go to town with your spur of the moment mage using the magic system of choice. ;) |
Re: What are the best magical systems in GURPS?
It is easy enough for systems like RPM. A practitioner in RPM could have IQ 12 [40], Magery 6 [65], Modular Abilities 24 (Amulet of Knowedge; Slotted Cosmic Powers; Magical, -10%; Protected Amulet, -35%; Trait-Limited, Magical Paths, -30%) [32], Modular Abilities (Ring of Mastery; Cosmic Powers; Magical, -10%; Protected Amulet, -35%; Trait-Limited, Ritual Mastery, -50%) [2], and Thaumotology (VH) IQ+6 [32]-18. For 171 CP, you could have a quite effective NPC.
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He's asking for the charm loadout of this NPC when you fight him. What does he have? |
Re: What are the best magical systems in GURPS?
With 24 available charms? He would have the following charms (since he would have an effective skill of 20):
Air Jet Alertness Amplify Injury Death Touch Duplicate Object False Memory Fireball Glamor Glamour Global Positioning Sorcery Haste Hinder Hush Light Lockpick Minor Healing Off the Grid Pentagram Trap Project Voice Rain of Fire Resist Magic Silence Terrify Truthteller Weaken Blood |
Re: What are the best magical systems in GURPS?
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If you're able to bring that NPC's basic stats into play without a lot of mental gymnastics - great. But I noted all of those "modifiers" to the basic advantages/powers and thought to myself "this is NOT simple to implement on the spur of the moment without investing a LOT of time knowing all of the possible modifiers you can use with GURPS advantaegs and powers etc. " Now for me? Magery 0, IQ 11 - 6 spells from Healing, 4 spells from Necromancer, nothing over skill 14 because he's well trained. Which 10 spells? That I'd have to take some time for looking up, but if I give the mage Diagnosis, I suspect I can give him basic healing spells, a mandatory lend energy spell, and that's the gist of it. But more importantly, I don't have to do a lot of work either way. IQ is treated as an 11, and only 1 point each into spells leaves him at best, Skill 9. Anything at 14 is going to be the result of a LOT of effort on that mage's part. The mindset right off the bat is respecting anyone who casts spells relatively effortlessly, and perhaps feeling inferior if someone knows 30 spells at high levels of competence. He's not min/maxed - but the mindset suggests itself once you begin to realize just how difficult magic casting is for him, and the fact that a lot of the really GOOD tactical spells are beyond his reach. In the end? I need only work out the stats, and the general thrust of the character overall - I don't need to know what percentage discount something gets, nor that this character has a skill 20 in ALL of his spell casting. Any GM can throw perfect enemies at the player characters because the GM has unlimited GOD like powers in running his campaign. The interesting NPCs are those who are flawed, good in some things, not so good in others, and always if not the equal of the PC's, then less than in their capabilities. So - what you use for your campaign works for you, but it would not work so well for me. Why? Unless I miss my guess, the 20 "Effects" or "Charms" are but a small sample of the mage's abilities. The NPC mage can improvise with the best of them, and will be able to craft ANY charm - am I right? I don't want nor need to have a super mage for my campaigns. I don't want to spend another 20 hours detailing the spells outright. If there were a book of 800 spells for use in the game - GREAT. If I could for instance, make use of the curse from DRAGON QUEST (where you write the name of the Demon who will effect the curse) on a parchment, and once your intended victim accepts that paper, the curse is active. The person can still kill the demon, but after 100 days, the demon will regain his body and be able to stalk his intended victim. Can you actively create that spell for use with your game system? Quite likely - or something akin to it. Or - I can treat it as a Magery 3 spell that requires a few pre-requisites, require that the energy spent on the script of paper be equal to some amount of energy I think is appropriate - and vioila - spell done. All GMs have their own ways of doing things. That there is a book out on the different game styles and different game goals is proof that people will find something they like and stick with it. Now - in response to the person who wondered what the rub was... Ever notice how min/maxed mages who have access to ALL possible magics become the same "cookie" from the same cookie cutter? **shrug** |
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The idea that an IQ 11 and Magery 0 magician would manifest 10 spells at 14 is quite inefficient. The character would be much better at IQ 14, as the total cost of the build would be reduced from 185 CP to 125 CP, and the overall character would be better. In fact, you could give them IQ 14 and Magery 2 and end up only spending a total of 105 CP. With the 80 CP saved, you could make a more well-rounded character, giving them DX 12, HT 12, and 20 CP in additional skills.
A mage really does need a minimum IQ 12 to be effective when using IQ-based magical systems. In fact, I would argue that Magery should not exceed (IQ-12) in any system where Magery gives a bonus to skills (or should not exceed IQ in systems where Magery limits skill levels, like RPM). If you want lower IQ magicians, I would suggest basing magic on something else than IQ (as suggested in Thaumatology). For example, HT-based standard magical systems would be quite fun (especially since FP fuels their spells). With such a system, characters should have HT 12 to manifest Magery 0, HT 13 for Magery 1, HT 14 for Magery 3, etc.. It would avoid having every magician being a genius, though it would mean that every magician would overall possess great physical health. It would also allow animals, plants, and even objects to have their own instinctive magics. |
Re: What are the best magical systems in GURPS?
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The thing with magic is that almost by definition it disregard natural laws of the universe. So instead of trying to compete with technology by increasing damage or range, magic should exploit its abnormality. For example, instead of spending a lot of points in a fireball that deals high damage at good range, you could add Incendiary 3 (+130%) or Incendiary 4 (+340%) so even a fireball with basic damage of 1d or 2d could set a power armor on fire, causing significant damage and stress to the soft flesh inside it. Making an ultratech composite material catch fire is not realistic, but by channeling the essence of fire a mage can do it. There's other alternatives as well: Innate Attack with Malediction like Spontaneous Combustion from Psionic Powers ignores DR, and Affliction (Agony) with Malediction can also ignore DR and incapacitate a foe without killing them. Ultimately, Cosmic, Irresistible Attack (+300%) quadruples the cost of IA but it's as efficient against a TL0 tribesman with no armor as it is to a TL12 Space Commando with Power Armor. As for defenses, the same idea applies. DR with high levels or Hardened are exclusive to magic, and it stacks with mundane armor. You could also get Obscure (Anti-targeting) or Defense Bonus to make you hard to hit in the first place, or buff yourself with Injury Tolerance to reduce injuries. |
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Sometimes you don't need to modify things you just need to do a little more work with what's already there. |
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With Sorcery the IA would cost more, but it takes only a second to cast and 1 FP (or less if using alternative rituals). You could modify the Penetrating Spell spell by reducing FP cost and/or time to cast, or perhaps using Adjustable Spells to apply AD/Malediction directly on the damaging spell, but either way you'd already breaking the premise of 'not modifying anything'. *You could say there's some sort of UT mana battery that can provide the mage with hundreds of FP and/or magic amplifiers that grants many levels of Magery, but it would open another can of worms by breaking the "economics" of Magic. Again, you could prohibit some spells and adjust others, but that would be an even larger project. Edit: By the way, my disinterest for Basic Magic stems from other reasons, not it's effectiveness. Technically you could easily compete with UT soldiers by casting Reverse Missile. |
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Sorcery/Powers: means I don't have to memorize a whole 'nother system. Plus "limited innate powers" tends to be how I picture my ideal magics anyway.
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Of course, if I did want a UT power source I could use the Cube of Power whcih is in Magic items 3. One of my characters in a 3e campaign designed and built the first one. He only did that because he was going out of range or Merlin-1's industrial enchantment lines and needed more energy than they could handle anyway. If you wondered why the Vube delivered exactly 1772 energy pts you could reverse engineer my character's level of Magery and HT. |
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Friendly Wizard; Payload 5 (Dimensional), Ally: Lightning Elemental (3d) Summonable Ally that is a little too trigger happy, Merchant-12, Hedgewitchery (1cp that can be in anything at any point in time, mostly used for accessory perks or to lessen defaults), IQ13 I don't need to look up points, I can just remember what things do exist in gurps and more accurately what doesn't. It also took me longer to right that up than come up with it. Plus, as is said here, this really works with psionics, supers, druids, etc; Quote:
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Of course, as the Temporary Enhancements and Using Abilities at a Default rules are generally need for Magic as Powers to work. Of course, designing a set of abilities can be an annoying amount of work, but that is the utility of having leveled traits. For example, you could have a magical system with ten foci, ten abilities per focus, and ten levels per ability, allowing for one thousand steps of potential advancement.
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