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#21 |
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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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#22 | |
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Banned
Join Date: Oct 2007
Location: Europe
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And it's excellent for simulating small yet important differences between related magic systems, e.g. Norse magic in the Viking age may have evolved differently from common roots, relative to Saxon magic. |
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#23 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#24 | |
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Join Date: Aug 2004
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And, as an aside, RAW legal doesn't really mean much in a personal campaign. If you were writing modules, that would be a relevant point. In anyone's personal campaign, RAW is what the GM decides the world is going to be like and the laws, physical and metaphysical that world depends upon.
__________________
"First Scarran you see, you tell him who his daddy is....tell him Dargo!" |
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#25 | |
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Join Date: Aug 2004
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The player is still going to have to learn how magic works...just now, they'll have to learn how YOU define magic since you effectively designed the system or they have to learn how Powers (advantages, disadvantages, enhancements, limitations, modifiers, etc) work. Powers isn't simple. Especially powers that simulate spell casting instead of super powers.
__________________
"First Scarran you see, you tell him who his daddy is....tell him Dargo!" |
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#26 | |
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Join Date: Nov 2009
Location: Oregon
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#27 | |
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Join Date: Aug 2004
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__________________
"First Scarran you see, you tell him who his daddy is....tell him Dargo!" |
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#28 |
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Join Date: Nov 2009
Location: Oregon
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I don't think it's the spell rules themselves that are the problem, so much as the huge breadth of choices available to a wizard. Choice paralysis is already a big issue for many new GURPS players, and the skill-based magic system gives a lot of choices. While Powers can be individually as complicated as spells, both in construction and use, they give the wizard a much smaller set of well-defined options at any given time.
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#29 | |
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Join Date: Aug 2004
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__________________
"First Scarran you see, you tell him who his daddy is....tell him Dargo!" |
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#30 |
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Join Date: Nov 2009
Location: Oregon
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I guess it just boils down to which system you feel most comfortable with. I have no problem writing up numerous spells-as-powers to flesh out a particular "style." I'm personally much less comfortable with the skill-based magic, and feel great trepidation at the thought of combing through the epic tome which is GURPS Magic to try and assemble even a single magical style. Based on others' comments on the forums, I'm not alone in these feelings. In short, it's a matter of experience, familiarity and preference.
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| Tags |
| dungeon fantasy, thaumatology |
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