Quote:
Originally Posted by vierasmarius
But really, this thread has drifted pretty far from the OP. His initial question was about how to make a Wizard spell list akin to the Dungeon Saints' miracles - ie, a Powers-based approach to magic. A debate about the relative merits of Powers vs Skills magic has its place, but I think it's run its course in this thread.
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Yes and No
Quote:
Originally Posted by mlangsdorf
Is there a good similar concept for Wizards? I don't want to hand someone a list of 30 spells with weird dependencies, casting times, and what-not. That's not useful. And even Ritual Path Magic, my preferred alternate solution, is probably too complicated for anyone who isn't fairly skilled at GURPS.
I'd like something that replicates the feel of the normal DF Wizard - magical utility guy with some combat ability - but minimizes option paralysis. Building a bunch of specific advantages like "magic shield spell", "magic zapping spell", and "flight", possibly as alternate abilities of each other, is a possible solution, but I'm worried that the mage will lose too much utility. Full blown modular abilities, while amusing, would cost too much and leave us back in the realm of option paralysis which I'm really trying to avoid.
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The primary concern seems to be Option Paralysis, Advantage Based spells was 'a possible solution'.
Remove the Option Paralysis from standard Magic by using Magical Styles, or simply hiding the Spell Prerequisites from the player for those less useful spells; would be a valid solution to the OP's problems, and would maintain the 'feel of the normal DF Wizard' and would not lose the utility of a DF Wizard.
I think the discussion is moot because the OP has settle on his Advantage-based Alternate abilities spell selection for this particular game.