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#24 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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. . . or ditch them. They're not terribly meaningful anyway. All the way back to GURPS First Edition, using GURPS Fantasy with the demon on the cover and spells inside, every PC wizard ever always took Magery 3 and could learn all of the spells. With the advent of limitations on Magery, things got even easier, as it was cheaper to have Magery 3 in your pet college.
The overhead would be brutal, and would inject a lot of complex detail into a series (Dungeon Fantasy) that was authorized specifically to simplify GURPS. I honestly think that it would be far, far simpler to leave the magic rules alone and come up with a more streamlined set of spells that (1) leaves out spells that destroy dungeon crawls, (2) more cleanly severs sacred (clerical, druidic, shamanic, etc.) spells from wizardly ones, so that wizards need no sacred spells as prerequisites for anything, and (3) rethinks prerequisites for wizardly spells, possibly introducing Magery levels up to 6 and reducing spell counts, to make wizardly magic more like theurgy with regards to how spell power tracks advantage levels. That would be complex work for the person doing it, but the end product would be far easier for GMs and players alike to use in play. Whereas lots of styles, Talents, etc. would add complexity for end users, too.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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