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Old 11-02-2011, 03:56 AM   #14
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: Wizard Vows

Not that I haven't found the discussion illuminating, but most of it has had nothing to do with my initial question.

I'm not looking to mirror D&D, I'm looking for game world color. So the traditions of using these weapons and armor have nothing to do with magic per se, its completely a social/traditional thing.

Quote:
Originally Posted by Faolyn View Post
It's been a while since I played D&D, but IIRC, the reason they were so limited in weapons is that they supposedly didn't have the time to learn combat skills, so they only weapons they could use were simple and relatively light bonk-or-stab things. I doubt that counts as a Vow in GURPS terms. The armor thing was (again IIRC) because metal screwed up the "flow" of magic. That could be seen as a limitation on Magery.

If you actually want it to be a Vow, what happens if they break it? Do they get shunned by other mages or lose their ability to cast magic, or what?
You could say the same thing about not using edged weapons, but that is a vow.

IDHMBWM, but IIRC you only get points for Vow if you cannot break it.

Quote:
Originally Posted by mhd View Post
Well, at least in GURPS you can "buy it off", i.e. you can say that "in my campaign, Wizards have these compulsory disadvantages" and if the player can give a reason why he doesn't have these (and/or trades them in for another set), he's good to go. Unless it's about the actual magical metaphysics or something like that…

For Dragonlance, I can certainly see the point. It had a pretty brutal system for Wizardry. Once you reach a certain, erm, level of your abilities, you had to take that horrendous test that might kill you. If your campaign starts in a CP range where this can't be taken for granted, "Vow: Have to take test that might ruin or kill me" is certainly in order…
(And If I'm not mistaken, they did hunt you down if they noticed you've become too powerful and didn't subject yourself to their silly classifications)
It's tradition. You don't have to take the vows, but there are consequences for those that don't.

The campaign takes place after the Test, at least for focused wizards. And yes, being a Renegade is an option.

Quote:
Originally Posted by LemmingLord View Post
I like the idea of using point values for secrets to determine the worth of a vow better than the suggestions used in the book. IF you break your vow, you should acquire a disadvantage worth twice the cost of the vow (at least until you make amends or pay it off).

If the guild will revoke his license so that he essentially has a -4 reputation amongst guild mages and can be jailed for practicing his craft that should be worth 5pts for the (-10pt) rep possibility and then half the cost of the enemy you may have chasing after you for practicing in civilized lands...
An interesting concept. It's been a while, so I need to check what happens to those that do not follow these traditions

Quote:
Originally Posted by David Johnston2 View Post
I wouldn't. While in standard GURPS, the weapons and armour of wizards are explained by the lack of wizards with the time and inclination to become body builders and the existence of the Staff spell, the even more restrictive rules of D&D are best represented as a limitation on your Magic Aptitude.
What if the person isn't a wizard. What would the Vow be worth then? In my mind there's a difference between not having learned how to do something yet, and perhaps you never will, but you could if you wanted to, and a Vow never to learn/use it. Not using edged weapons is a valid vow after all.

Last edited by Dragondog; 11-02-2011 at 04:29 AM.
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