DFRPG Spell Charts
I know I'm not the first person to bring this up, but I find creating wizards in GURPS extremely painful without help from GURPS Magic: Spell Charts. I recently sat down to try to figure out how many places there are where DFRPG's prerequisite chains deviate from GURPS Magic, and the number not only appears to be non-trivial, and there's not a clear pattern to them. There are cases where a spell's prerequisites changed because one of the prerequisites was dropped AFAICT for just not being that useful—but these often leave me wondering why the spell further down the chain was kept (for example, why was Copy kept but not Dye?) There are also cases where spells were made cleric and/or druid only, but again without a clear pattern. Notably, these cases don't match the suggestions in the old "Wizardry Refined" Pyramid article.
So I'm left wondering if anyone ever got around to making a version of Spell Charts for DFRPG, or at least a list of cases where prerequisites have been changed. I've started work on such a project but it looks rather daunting honestly. (I've been going alphabetically and I've gotten as far as "ethereal body".) |
Re: DFRPG Spell Charts
Occurred to me that it would be at least a start if I posted my notes on differences between standard magic and "Wizardry Refined":
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Re: DFRPG Spell Charts
Found a small handful of other cases where "Wizardry Refined" differs from standard magic. Reshape (edit: also lend language and possession) falls into the "fewer options, but no new ones" category, while frost, ice slick, rain of ice daggers, and vigor all got new methods for meeting their prerequisites.
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Re: DFRPG Spell Charts
Thanks for bringing this up again! I'd enjoy working on DFRPG spell charts, but I have no idea when I'd get the time.
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Re: DFRPG Spell Charts
I haven't managed to do a comprehensive review of DFRPG vs. Wizardry Refined yet, but my impression is that the differences between DFRPG and Wizardry Refined are greater than the differences between Wizardry Refined and Standard Magic. I think the reason is that Wizardry Refined was uninterested in removing spells from the game, just clarifying what spells are exclusively for various other types fo casters, DFRPG cut massive numbers of spells on the grounds of being unbalanced or irrelevant. It's been a long time since I've used GCA (I'm primarily a Mac user), but maybe I can do something clever with GCA files and a Python script? I'm not sure.
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Re: DFRPG Spell Charts
Update: I've successfully done some data munging on GCA files, though initially I decided to focus on identifying spells that remain the exclusive domain of mana-based casters at least as of "Wizardry Refined". I'm pretty confident I can extract prerequisites, but the regex will be hairier, so it might take me awhile.
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Re: DFRPG Spell Charts
I have been successful at extracting prerequisites from GURPS: Magic. I haven't been so successful at extracting them from the unofficial DFRPG GCA files. Here's the regex I'm using, if any fellow coders want to try to figure out what I'm doing wrong:
Code:
r'.+,\n\tcat.+(?:\n.+)+Prerequisites: .+' |
Re: DFRPG Spell Charts
Quote:
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Re: DFRPG Spell Charts
Ah, thanks, was able to fix the issue. Okay, here's a hopefully-complete list of spells whose prerequisites changed between GURPS: Magic and DFRPG. I have put a * by spells that merely lost one of several ways of qualifying for them:
I like a lot of the changes DFRPG makes to GURPS, but in this case, I'm not sure I would want to port a lot of these changes back to GURPS Dungeon Fantasy. A lot of the changes seem driven by the imperative to cut spells for space. Given that I own GURPS Magic, I don't see a compelling reason not to use it in full in my games. |
Re: DFRPG Spell Charts
A list of spell changes for wizards.
Example: Vigor [Frailty] +[Might] -[Lend Vitality] This means Vigor used to be available either by having Frailty OR Lend Vitality, and now it is available via Frailty OR Might. Code:
Affect Spirits: [Removed from wizards] |
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