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Old 02-11-2012, 01:01 AM   #26
Langy
 
Join Date: May 2008
Location: CA
Default Re: [DF] Easy arcane magic for Dungeon Fantasy

Quote:
Originally Posted by Pagan View Post
This is wrong. I don't know how much experience you've had with running the standard magic system for a group of players but you couldn't be more wrong. My group's pcs included a Chosen champion of a god who uses standard spells and a sorcerer who specializes in illusion and magicks that trick perception (also using the standard system). They are currently running around with a battle-mage and after their recent battle with a troll, a group of skeletal dead, mercenaries and a coven of hags, not one of the players (even those playing more conventional warriors) thinks the magic system is boring, annoying or that it sucks.

You might have more experience running the magic system than me (14 years now) but probably not. It's been as exciting since the early days when a pc blew the leg off another pc with a lightning bolt til recently when a pc swam through the earth to get behind enemy lines to attack a foe. The only rewriting I have done are minor tweaks to gate and summoning magic to accommodate my game world and making all of the magical schools into magical styles. I've not needed to rewrite the system, a system that has served my campaign well for those 14 years.

The standard magic system and the powers systems are just mechanics. Neither is better than the other (I actually use both). What makes them not boring or annoying or sucky is how they are presented and represented in your game world. Of course, that means you have to take the time to integrate these mechanics in an interesting way in your game world so YMMV.

*End soapbox*
It isn't wrong; actually look through GURPS Magic 4e some time. It's filled with errors, failures-to-update, hugely economically damaging spells, and rules that completely lack clarity.
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