Quote:
Originally Posted by Rasputin
More than anything specific, I'd recommend that any pregens use elements with which you are familiar, or at least you can handle. This might mean sticking to tried-and-true spells with easy-to-grasp uses, like fireball, or sticking with rules systems which which you are familiar or at least understand.
For all its warts, GURPS Magic, at its basic level, is easy for anyone running GURPS to grasp. Divine Favor, no matter how cool it is (and yes, it is), might not be, especially the more open-ended results.
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Yeah, but if the player is not familiar with GURPS Magic, Divine Favor, with a handful of learned prayers, each with a copy-pasted description, and then an "pray for something general" ability (Divine Favor) will be easier on the player than a long list of spells.
The GM will need to be familiar with what each reaction level gives, and what learned prayers exist, but he will make all the rolls for general Divine Favor use, so it's transparent for the player.