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Old 02-13-2011, 04:28 AM   #15
Crakkerjakk
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Default Re: GURPS Dark Sun Conversion

Quote:
Originally Posted by Pragmatic View Post
Going on with the topic:

I think that preserving/defiling should work with "threshold magic." But changing the catastrophes to work with taking further steps along the defiling route towards the (insert name of undead creature that comes from doing too much defiling; I forget what its name was, and how exactly it worked with defiling...). Basically, the more you defile, the more the taint tends to build up in you.

Possibly giving each terrain a certain amount of mana that can be safely drawn per second. Either take the time to gather by spreading it around, or simply over-gather and wipe out several hexes (and risking picking up points towards a disadvantage).
Threshold magic works, or maybe a modification of Leech + Lifebane. Plus really high level defilers could actually suck the life right out of people. Part of why I kind of like taking the advantage route, you can start with plant Leech + Magery and upgrade to non-limited Leech once you're powerful enough.

Are you talking about turning into something besides a Dragon from too much defiling? Turning into a dragon is supposed to be REALLY hard.

I'd take a look at the plant density/sanctity rules from GURPS: Plant Magic and use that to determine local available energy.
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