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-   -   Genericness of Magic in GURPS (https://forums.sjgames.com/showthread.php?t=35715)

LemmingLord 02-04-2008 08:52 AM

Re: Genericness of Magic in GURPS
 
Quote:

Originally Posted by Flyndaran
My main issue is that no matter how limited a group of magical "Powers" are, each individual ability cannot ever be reduced in cost past -80% and certainly NEVER to a single point the way they can with spells.

I like that element. One issue I have with magic is that 1 pt gives you MORE than a perq worth of ability (at least most of the time).

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.

Lonewulf 02-04-2008 08:54 AM

Re: Genericness of Magic in GURPS
 
Quote:

Originally Posted by LemmingLord
I like that element. One issue I have with magic is that 1 pt gives you MORE than a perq worth of ability (at least most of the time).

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.

You do make a good point here. I mean, Weapon Bond, a perk, only gives you a +1 to hit and use your weapon... meanwhile, a 1 point in a powerful spell can let you teleport people.

BIIIIIG difference.

Not another shrubbery 02-04-2008 11:01 AM

Re: Genericness of Magic in GURPS
 
Quote:

Originally Posted by Flyndaran
My main issue is that no matter how limited a group of magical "Powers" are, each individual ability cannot ever be reduced in cost past -80% and certainly NEVER to a single point the way they can with spells.

That was my point. Despite the large buy-in cost, standard magic is preferable due to the fact that extra special abilities can be added with a minimal investment... and unlike AAs, new spells don't need (by default) a unifying theme [this also means that the entire slate of spells is not negated if one is somehow neutralized] nor do they have the 'activation-duration' penalty.

Moonsword 02-04-2008 08:05 PM

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.

Stormcrow 02-04-2008 10:06 PM

Re: Genericness of Magic in GURPS
 
Quote:

Originally Posted by Lonewulf
False dichotomy.

You could also use Powers.

When did I say you couldn't use Powers? Isn't that GURPS too? Isn't it one of those several possible magic systems I mentioned? And who said I was building a dichotomy?

LemmingLord 02-05-2008 08:03 AM

Re: Genericness of Magic in GURPS
 
Quote:

Originally Posted by Stormcrow
When did I say you couldn't use Powers? Isn't that GURPS too? Isn't it one of those several possible magic systems I mentioned? And who said I was building a dichotomy?

Yeah, I think Lonewulf maybe taking some kind of debate 101 class on logical falacies and used his response as a chance to use "false dichotomy" in a sentence. :)

Lonewulf 02-05-2008 08:16 AM

Re: Genericness of Magic in GURPS
 
Quote:

Originally Posted by Stormcrow
When did I say you couldn't use Powers? Isn't that GURPS too? Isn't it one of those several possible magic systems I mentioned? And who said I was building a dichotomy?

Perhaps I misread what you said.

Either way, I wasn't exactly serious when I said that. :)
Quote:

Originally Posted by Lemminglord
Yeah, I think Lonewulf maybe taking some kind of debate 101 class on logical falacies and used his response as a chance to use "false dichotomy" in a sentence. :)

Nah, I got used to slinging around words for logical fallacies on the JREF forum.

Flyndaran 02-05-2008 10:46 AM

Re: Genericness of Magic in GURPS
 
Quote:

Originally Posted by Moonsword
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.

What kind of weird counter-examples are those?
What player would ever create a spellcaster to know only one spell? Shouldn't we invent non-silly hypotheticals?

LemmingLord 02-05-2008 12:07 PM

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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