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Old 02-08-2021, 10:58 AM   #20
Mr_Sandman
 
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Join Date: Aug 2006
Location: L.I., NY
Default Re: Kind of new to GURPS help!

Quote:
Originally Posted by deanjday View Post
What I think I mean is that the players decide how many points they put into each spell/power so each magical power has variety but once they choose the level they are casting it, it behaves reliably at that level as long as they cast it successfully.

Maybe small bonuses easily worked out depending on the success levels of casting it, extra damage, etc.
The default system does that to some extent with many spells that have variable power costs depending on area of effect, damage caused etc.

A system that I really like is Path/Book Magic from Thaumatology. It is good for mostly non-flashy magic, which can have very powerful effects. It also has rules for altering the parameters of spells. It usually takes a significant time to cast, and avoids flashy, fireball-type spells, so it isn't normally battle-magic, although spells can be prepared ahead of time to be cast more quickly.
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