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#21 | ||
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Banned
Join Date: Aug 2004
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If you find that sentence offensive, why did you start using it?
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I've already answered this question, I'm going for verisimilitude, for people who actually want to play in Dark sun rather than a generic DF knock off. The elf template I posted was about 1/3 the point total of the Thri-reen one. |
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#22 | |
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Banned
Join Date: Aug 2004
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“In addition, the dragon can store magical energy in its body for use at a later time. This gives it the freedom to use its spells in even the most barren of wastes and the incentive to roam over wide expanses of desert in search of food.” 1st Ed Dark sun boxed set, The Wanderer’s Journal page 12. So you might want to limit storing magical energy to high level defilers. |
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#23 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I like the taint mechanic on Defiling magic. |
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#24 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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"There are two steps to casting a spell on Athas. First, a wizard must gather the energy to power the spell from the plant life around him. Then he performs the actions necessary for releasing the spell—the usual somatic, verbal, and material components of the spell come into play in the second step." "This gathering of energy occurs outside of game time, during the same period of time as a wizard is memorizing his spells." So the two works are inconsistent on this matter. I thought it would be interesting to split the distance and permit both. This also increases the overall paranoia level - are you sure that the guy in front of you is a preserver as he claims just because his spell didn't destroy the plants around him right now? Perhaps he just gathered the energy at an earlier point...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#25 | ||||
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Now, you can convert all of the abilities SR says mages have. Or you can select some key abilities that are the core essence of "mage" in SR and make all the rest optional. I personally think the stories that unfold in a typical game in that setting are what you want to emulate. To me, it's more important to allow people the same character choices at the same relative power levels than to faithfully model every trait from the original setting. I don't have a problem with letting them upgrade to the full-on version in a higher point game, but I usually make those purchasable abilities, optional lenses, etc. |
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#26 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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As described, defiling has a lot of similarities with drug addiction - they get a "rush" as they drain the energy of plants. Preservers know how to defile - they know how to drain energy from plants, after all - but they have carefully trained themselves to restrain from sucking all the energy out of them. This requires a lot of focus and willpower - and once you are used to the rush of energy of defiling, it becomes harder and harder to maintain. Defilers possibly can become defilers again (there is even a sorcerer king who managed that), but this requires very long periods of being "cold turkey" before they regain the balance needed. They can't switch between defiling and preserving at will any more. I allowed that option for preservers because I wanted to offer them temptation - but I didn't want to make it cost any additional points for them because I didn't want to punish preservers who remain "virtuous" by charging points for an option they will never use.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#27 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I do like your taint mechanic though. Kind of represents the crutch defilers develop always taking the easy way. |
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#28 | |||
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Also, what other supernatural abilities are you planning on? Obviously psi. Keeping druids and the elemental clerics? I always had trouble figuring out how exactly to do Templars. Though Divine Power might be handy.... Last edited by Crakkerjakk; 02-13-2011 at 05:34 AM. |
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#29 | |||
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Join Date: Sep 2004
Location: Oldenburg, Germany
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But a quest would certainly be in order. I'd ask: "You realize that you have screwed up, and want to rebuild your life as a preserver. How do you plan on bringing your life into balance again?" The quest is then based on these answers, and it can be as deep as any story about a recovering drug addict. Quote:
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I'm not quite sure how to represent Templars yet. Their powers always sound like something that is granted, not something that is learned, so again Powers with the Pact limitation would probably work well.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#30 | ||
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Banned
Join Date: Aug 2004
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