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#1 |
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Join Date: Feb 2016
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I am curious what people consider the best magical systems in GURPS? I consider RPM to be the overall best system because of its features, though I tend to customize the Core Skills and Paths to the individual settings. After RPM, I am fond of Path/Book magic because it is subtle, especially in settings with secret magic. After Path/Book magic, I find that I enjoy Verb/Noun magic, as it is probably the most flexible system of magic in GURPS, and it lacks the very high point investment of Realm Magic.
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#2 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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There's no single answer to your question, because it depends on what you want to accomplish. RPM is probably the most powerful and flexible of the published systems, so if that's what you want - go wild. You have to fit setting and system to each other (not just magic system, by the way, although that's where there are most versions available).
I love Path/Book magic because it reminds me of faerie-tale magic - slow but still powerful and concentrating more on curses and subtle effects than fireballs. So I tend to build settings where it fits.
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#3 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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But I'll throw in on Sorcery and Magic as Powers in general because it's 'balanced' (or, at least, it's supposed to be). But, at the end of the day, I often crawl back to Ritual Path Magic and Incantation Magic for their flexibility and comprehensiveness.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#4 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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I'm very fond of magic as powers. It gives mages a lot of umph and it doesn't break your world. Though for best effect you need to use the stunts rules and alternative abilities.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#5 |
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Join Date: Aug 2007
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There is no objectvely truie answer to your question there's just personal preferences.
My preferences are default Magic and Path/Book Magic the best. The first is simple but highly developed including the ability to create magic items. The second is very well adapted to its' niches and those include ones that the first isn't really good for. None of the others suit me very well. They mostly manage to be complex but impose high GM loads at the same time.
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Fred Brackin |
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#6 |
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Join Date: May 2007
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I'd just like to put in a word for the poor maligned core magic system. While some of the spells therein have faults (and I am led to understand that it tends to break down at very high point values), the core principal of individually learned spells which are usable basically at will but are exhausting to cast mimics very well much of the fantasy fiction I enjoy (really, Gandalf's recounting of his magic workings in Moria might have been taken straight from GURPS, and Raistlin Majere casts remarkably like a GURPS mage considering that he is supposed to be a DnD wizard), and it plays well enough at the table. It has all sorts of variant systems designed for it, so a setting can have many clearly different types of casters without the need to learn or create fundamentally different rulesets. Plus, it comes prebuilt. Most of the other systems either require huge amounts of assembly beforehand or else require far more judgement calls and outright haggling in play than I enjoy making as a GM or relying on as a player.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 10-02-2020 at 10:58 AM. |
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#7 |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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#8 |
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Join Date: Oct 2010
Location: earth....I think.
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I enjoy Sorcery the most. Its allows me to state what spells are available based on whether you can build them as abilities. It also limits what a spell caster can do by shrinking their list of spells to a handful plus whatever they can improv. This is very helpful because it means to me that players really flesh out their characters and carefully choose what spells to master and in what order. It also helps any new players I get since they don't have to go shopping through a catalog to find what they want. They can just tell me what type of caster they want to play and what kind of spells they want to cast.
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#9 | |
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Join Date: Jul 2008
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Divine Favor is kind of an older sibling to Sorcery, but I think it deserves mention. It's a very interesting option for its focus...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#10 |
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Join Date: Apr 2019
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I prefer the Core system, but I do muck about with it a little when it comes to "Divine" casting.
Im experiencing RPM at the moment, and it fits well in the world we are running but I dont think it would fit in any of the ones I have made. Sourcery / Magic as Powers is probably my other option for my world building. My default is the Core system. |
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| Tags |
| magic, paut, ritual path magic, talisman of paut |
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