Quote:
Originally Posted by AlexanderHowl
Even with the requirement for Thaumatology, one could argue that College! is inferior to College, especially since Colleges default to Thaumatology-6. If we take the example of the 120 CP build, I can either purchase College! at ([IQ+Wildcard Magery]+8) or I can purchase Thaumatology at ([IQ+Wildcard Magery]+28) and receive every College at ([IQ+Magery]+22). Of course, you could use the optional rule that Thaumatology suffers from the Rule of 20 to artificially make College! a better choice, but it would just be manipulating optional rules to make one choice better than it would be by RAW.
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That is only one arrow in the quiver in College!'s as per RAW there are: "let casters attempt any spell within the college at
full skill" (sic, Power-Ups 7: Wildcard Skills p. 16), Thaumatology's more restrictive 1/3 Prerequisite count (p. 75), or the
option of "use prerequisite count divided by two, three (as suggested in GURPS Thaumatology), or more" "If that [default option] seems over generous" (Power-Ups 7: Wildcard Skills p. 16)
Though the way it is worded I don't think whoever wrote it realized that the larger the number divided by the
lower the penalty would be. ie 1/3 is less then 1/2 not more.
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