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#24 |
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Join Date: Oct 2010
Location: earth....I think.
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the difference is the player needs to learn how spells work in the magic system, what happens when your skill is at certain levels, etc. with the powers approach they only need to know what it does. so lets take fireball:
Fireball 4 (Accessibility (Must Shout and Move) (+1); Costs Fatigue (+3);Explosive (Damage / 3xYards); Increased Range (1/2D Range only) (x5);Mana Sensitive; Takes Extra Time (+1)) [23] the player only needs to see this on his/her sheet: fireball lvl4: range 100yds; cost3FP; takes 2 turns; does 4d6 of damage to target and 4d6/(3 x distance from center) to everything else; must be able to shout and move; magical. later on you can introduce skill based magic (spells) and show how those works, but for people who aren't used to that or played using gurps, its a tad bit better to use advantages as powers for magic edit:: what I am trying to say is stop looking under the hood of the car and complaining that it is more complex than the motorcycle. Last edited by zoncxs; 02-08-2012 at 10:29 PM. |
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| Tags |
| dungeon fantasy, thaumatology |
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