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Old 03-18-2016, 08:32 PM   #5
GodBeastX
 
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Default Re: Campaign Advice needed for Modern Fantasy Setting

Quote:
Originally Posted by christ0pher View Post
I'm planning a modern/urban fantasy game of the Wainscot variety where the PC's will be playing 150 point magic users, and I need some advice on handling the magic system.

Setting Magical Mechanics:
Uses Standard GURPS Magic with several tweaks.
No Spell prerequisites other than IQ and Magery level.
Magery caps at level 10 for PC’s
Enchanting costs are divided by 10; quick and dirty enchanting.

I plan on limiting PC access to spells by making advanced grimoires rare.

Thoughts? Critics?
Trying to understand what you're going for with the magic system. Is it so players can learn any spell without prerequisites?

My own humble opinion is this feels like it might break the idea of a mage a bit and make it feel more divine. Instead of learning the fundamentals of magic and how they relate the spells will feel disconnected from each other and the idea of Colleges goes out the window.

Now, that's not necessarily bad. It can be neat.

I'm mostly looking for the explanation of thought in that design.
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