Re: 4e Revised
To save space, I would drop the original magic system from the core books in favor of a brief explanation of how to make Advantages work like 'magic'.
Also I would rationalze the way exotic skills (Power Blow etc.) work and work Imbuements into that. It would also be nice to have a section combining core parts of How to Be a GURPS GM and Action 2. |
Re: 4e Revised
I think that a new 4e GURPS Lite or GURPS 4e Update with a series of changes to make the most common changes/upgrades official will do.
We already have GURPS in 3 books, Characters, Campaign and Powers (or any mix of your 3 favorite GURPS books for that matter)... and no matter how you rearrange the books you will end with some people that will think of better ways of rearranging it. I like the way advantages are separate from disadvantages for example, I would't like mixing them in categories, forcing me to look at multiple categories in search of a -5 pointer. |
Re: 4e Revised
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That said, I'd also take the opportunity to publish a GURPS Magic 4e Revised, adding Magery and Magical Resistance to the book to make it truly self-contained, and applying the numerous corrections to its spells that were the result of Magic being a rushed project coming out before 4e had properly settled. Quote:
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Re: 4e Revised
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So I recommend that they all be revisited by someone with more subject matter knowledge and more attention to detail. |
Re: 4e Revised
Also, animals need some kind of tweak to deal with "mental stun."
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Re: 4e Revised
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Re: 4e Revised
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Re: 4e Revised
Almost everyone plays fantasy. Stripping out magic would lose a large portion of the player base.
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Re: 4e Revised
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I don't know, but I don't expect the answer to either is "lots of people"... I appreciate what BS accomplishes in presenting the "classic" magic system in 20 or so pages, but the Psionics chapter does its job in just 4 pages by taking the "use advantages, with Power Modifiers and Talents" approach. A 4e Revised treatment of magic could do pretty much the same (while of course pointing to Magic and other books for alternate takes). Might make sense to just roll short treatments of magic, psi, maybe superpowers, etc. into the Advantages chapter as applied examples. Just enough to get players going, with pointers to the full treatments in other books. Interesting to consider, anyway, for a hypothetical revision. |
Re: 4e Revised
I think there are disadvantages that should really be Self-Control but are not. Examples are Stubbornness (which is a SC disadvantage in DFRPG), Paranoia (roll whenever you have to trust someone) and Shyness (roll whenever you have to go on stage).
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