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Old 02-09-2012, 03:23 AM   #31
SCAR
 
Join Date: Oct 2004
Location: Yorkshire, UK
Default Re: [DF] Easy arcane magic for Dungeon Fantasy

Quote:
Originally Posted by vierasmarius View Post
I guess it just boils down to which system you feel most comfortable with.
Indeed. Neither mechanism is 'clearly' better than the other, if it were, there wouldn't be this sort of discussion.

Quote:
Originally Posted by Bruno View Post
No, the advantages have the significant benefits of being one maneuver click-and-fire type abilities (much less frustrating for the player). This is difficult-bordering-on-impossible to achieve in the regular spell system.
Quote:
Originally Posted by Pagan View Post
What is so difficult about "roll 3 dice and if you get under your target number, this is the effect" That's the standard spell system. You lose "x" number of fatigue (and if subtraction is too difficult for them boy did they pick the wrong system to play).
Pagan's right, most Regular Spells are simply Skill Rolls with FP Cost - no more complex than the rest of the system.

A simple tweak to make Missile Spells virtually the same as an Innate-Attack Power; don't roll for the Missle Spell itself (perhaps limited to those with Spell Skill 15 or 16+, very likely for any serious wizard); then you have the same as the Advantage - Take your time, spend the FP, Roll an Innate attack Skill roll To Hit - Easy!

Quote:
Originally Posted by vierasmarius View Post
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.
Choice Paralysis was one of the OP's main issues; but there is no real harm in the GM giving the Player a list of a dozen useful spells, and omitting the Prerequisites from the list 'to keep it simple' (add the Prerequisite Count as an additional Point Cost if you want) - then you have the same 'choice' as giving the player a dozen advantages. (The GM can add the cost of the Prerequisites when helping the player create the character.)

The 'choice' issue is only really a new player issue - which applies to more than just the spell system, and to most rules systems of any complexity.
Once a player is familiar with the Spell rules, the 'choices' becomes the big plus side, and the reason to play a Wizard, for a couple of points in a couple of spells the wizard can get new abilities and powers; something which cannot easily be replicated with the advantage based magic mechanism.

Quote:
Originally Posted by vierasmarius View Post
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.
Spells are listed in 1 book, with a good index, a Spell Table, and convenient categories. - Want Fireball - that's probably in the Fire College; Want to breath under water, thats probably a Water Spell, or is it an Air Spelll - it's both, how convenient.

Building Magic Advantages requires searching the advantages in Basic: Characters, probably Powers (that's at least 2 books) for the right Advantage, Enhancements and Limitations.
How do you create a Fireball - hmm, what advantage is that? Once you get the simple answer, most attacks are Innate Attack (that's easy, once you know) - Fireball is a Burning Attack. What about Lightning? not immediately obvious what sort of attack that is.
What about a Wall of Stone? There is not Wall Advantage; oh it's Innate Attack, really? OK - Fine once you know.
Amusingly for this comparison, there is no Wall of Stone Spell in Magic - ah well, just shows neither system is perfect.

Once a player gets the basic layout and hang of the Spell system, they can look through the Magic book themselves; something which is not likely to occur with the Advantage based Magic - the GM is going to have to build all options!
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