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#1 |
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Join Date: Mar 2010
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Okay. So. I'm toying around with an alternate skills-as-spells system for a low-tech fantasy setting that a conversation with my wife inspired. I don't know if I'm actually going to do anything with it or even detail the setting in more than the broadest strokes, but ... Riffing off the stuff in this thread and some other stuff I've been noodling about with for years ...
- - - - - - - - - - The basics are really simple. Mages cast spells by learning and using special skills. Allow me to expand that a bit: Mages (people with the magery talent) cast spells (modified or unmodified advantages) by learning and using special skills (dedicated to each specific ability they know how to use). It redefines a few terms. ;)
Fluff-wise, a spell is said to be for apprentices (easy spells), journeyman (average spells), masters (hard spells) and adepts (very hard spells). In practice, an apprentice is as capable of learning an adept-grade spell as it is capable of learning an apprentice-grade spell; they may have difficulty finding someone willing to teach them though ... Some examples would probably help. Lets see ...
- - - - - - - - - - Given the above, with the note that it hasn't been playtested yet ... break it for me? If you would be so kind? |
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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Interesting.
I did a version of that using Skill penalties instead of a base set of points. I just used the temporary enhancement model to determine points, yours is cleaner at least to build each spell. More then that will require some thought its too early for.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#3 | |
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Join Date: Mar 2010
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Thanks.
Quote:
Easy +0 is [1], so: (1 + 1) / 0.2 = 10Hence the comment about greater levels of difficulty and the theoretical nature of such. A (Damn Hard) skill difficulty that costs [12] to reach attribute+0 would give a budget of 65 points, a (Very Damn Hard) that costs [16] for attribute+0 would give 85, a (Hard Like Woah) that costs [20] for attribute+0 would give 105. Heh. Late for me. I've been running a graveyard sleeping schedule lately. |
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#4 |
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Join Date: Mar 2010
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Ceremonial Magic using this system would essentially be the Combing Powers rules from (GURPS Powers, pg 170 - 172). Thats' easy enough.
I'm not sure how I'd handle enchanted people, places and things; my conversation with the beloved implied that small magics would be relatively common but the big stuff would possess an air of rarity and take some doing. Hmm.
The little magics like lightstones and healing potions and whatnot though. Affliction could work, as could a spell-technique to add the gadget limitations to a known spell and allow someone else to use the resulting gadget; however, both of those would result in the big stuff being made this way as well simply because it'd be cheaper and easier to do it this way. Sideline the little magics as not being related to spell magic and declare it to be the province of alchemy and herbalism instead? That'd require a useful way to map out the alchemical formulas and herbal recipes given that I'm not especially happy with the published examples of such. I vaguely recall something in pyramid though ... *goes pdf hunting* |
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#5 |
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Join Date: Nov 2008
Location: Yukon, OK
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OK, so what about the bigger point spells like say Warp or Jumper?
How do you determine their cost? Skill + a UB premium? A bigger penalty to the skill roll? For Enchantment Afflictions with perm have a terminating condition so coudl be considered temp magic and they can be counter magiced away. Gadgets could represent a more permanent method of enchantment and also allow more flexibility as your not having to spend points on a spell. I think both could work together in the campaign.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#6 | ||
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Join Date: Mar 2010
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Quote:
Something like: Code:
Difficulty Attribute Penalty Point Budget Easy -0 > 10 Average -1 > 15 Hard -2 > 25 Very Hard -3 > 45 ... -4 > 65 ... -5 > 85 ... -6 > 105 ... -7 > 125 ... -8 > 145 ... -9 > 165 ... -10 > 185 ... ... ... Quote:
Last edited by Sunrunners_Fire; 07-14-2013 at 07:34 AM. |
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