Re: Genericness of Magic in GURPS
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Even if it is fatiguing and you have to wave your hands around, most utility spells are very useful; much more useful than 1 pt would suggest. |
Re: Genericness of Magic in GURPS
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BIIIIIG difference. |
Re: Genericness of Magic in GURPS
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Re: Genericness of Magic in GURPS
The teleporter has spent a minimum of 20 points to get that spell, 21 if he wants to teleport other people - and that's if he somehow manages to knock Magery down to 20% cost (not terribly hard, but not precisely the best idea you've ever had, either).
Warp, which is more flexible, costs 20 points if you knock it down to 20%, which can be done without crippling the power. |
Re: Genericness of Magic in GURPS
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Re: Genericness of Magic in GURPS
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Re: Genericness of Magic in GURPS
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Either way, I wasn't exactly serious when I said that. :) Quote:
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Re: Genericness of Magic in GURPS
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What player would ever create a spellcaster to know only one spell? Shouldn't we invent non-silly hypotheticals? |
Re: Genericness of Magic in GURPS
I've known several players who play wizards JUST SO THAT THEY CAN GET FIREBALL..
In GURPS it was not uncommon for me to decide a character's "schtick" spell and get all the prereqs to make that happen. |
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