Re: GURPS Thaumatology: Chinese Elemental Powers
I still have to give it a through read, but my initial impressions is that while good, it lacks the spark of genius that made psionic powers and divine favor so awesome. It's conventional, it doesn't really have an inspiring central mechanic that sets it appart from standard powers builds. The abilities (as well as the ability names) are interesting, but they don't really scale well, at least not without some rebuilding, meaning that in dungeon fantasy or supers game, they might need some rebuilding (and it's so suggested) because using only extra effort to get stronger abilities reaches diminishing returns way too fast, specially when the abilities themselves are relatively cheap. The builds themselves are good, yet slightly bland, not using modifiers to surprise the reader with things that are obvious in retrospect yet one would have never found by himself.
The perks, external/internal and elemental interactions were excellent, as was the writing, so that's why I'm disappointed it was only OK mechanically. It's good that this fell under the Thaumatology series and not the Powers series, because that way, people won't compare it so readily to Psionic Powers and Divine Favor, and will then appreciate it for what it is.
Once I manage to give it an in depth read, I might come up with a chapter by chapter review.
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