Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-02-2012, 12:15 PM   #9
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Re: Inventing New Spells and the first Mage

Quote:
Originally Posted by momothefiddler View Post
... I can see how enchanted equipment would make this process easier, but I don't see how it makes sense for it to be required. ...
It probably assumes that the 800+ low-hanging fruits have already been discovered, and that other spells are more difficult to discover and thus require advanced research methods made possible by previous discoveries. Early Physics discoveries could be made by dropping things off buildings, later discoveries require super-colliders.
Quote:
Originally Posted by momothefiddler View Post
... The fact that it's impossible without outside help, however, is jarring. Is there something I'm missing? What other possibilities are there to handle this sort of character?
It's been mentioned before that, in terms of mastering use, each spell is the equivalent of a specialization in a field of science -- e.g., Ignite Fire and Biology (Genetics) are both Hard skills. Thaumatology (the understanding of magic) is a Very Hard skill. Someone who can work all of this out on their own in less than multiple lifetimes is at least the equivalent of an Isaac Newton.

That said, GURPS can do that (TM). The simplest is Unusual Background (Intuitive Spell Learner) -- you can learn spells without requiring a teacher or references. This is functionally equivalent to Reawakened so costs the same, [10]. If they can learn new spells in the middle of an adventure, they probably have Wild Talent (Retention). Or just really really high IQ, with penalties for no equipment as Anaraxes mentioned.
munin is offline   Reply With Quote
 

Tags
chargen, magic, new spells


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:16 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.