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#101 | |
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Join Date: Jan 2006
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I'd consider combining it with required magery specializations/styles, myself. Said style talents could be broader than just (foo) magic as well. A lot of overhead, admittedly. |
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#102 |
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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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#103 |
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Join Date: Nov 2006
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If some wrote new magic rules for wizards (including necromancers, elementalists and demonologists because they have Magery) then other players would not feel they have an unfair advantage. But they may be unhappy with clerics, druis and mentalists because they would have powers and spells based on IQ so they would know everything and also have supernatural powers.
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#104 |
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Join Date: Aug 2004
Location: Top of the deck
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I can say I've never seen a PC with less than Magery 3 in my 20+ years playing GURPS. I've also never has a GURPS campaign in which some but not all of the player characters were able to use the standard magic system survive for long. It's simply too good at niche-stomping, which is very taboo in our group. Forget "GURPS has hard math", "GURPS won't protect niches" is the biggest criticism in our group.
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[][] C. Lee Davis © 2014 C. Lee Davis, some rights reserved |
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#105 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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Or just come up with a totally new magic system. |
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#106 |
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Join Date: Sep 2004
Location: Chicago
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I've played characters with less than Magery 3 on two occasions. Both characters were experts in other fields (a ranger-type and a face character) who used magic as an adjunct. The latter character went several sessions before any realized that he was a mage at all. That said, when doing magic focused characters the Magery 3, IQ 14+ build is the only way to go.
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#107 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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I understand that Magery 3 IQ 14 is an optimal way to build a mage, but my only mage PC had Magery 3 and IQ 11. What kind of point total does it become viable to take 115 points in IQ and Magery at? Seems that it'd leave you awfully strapped for points with which to buy other necessities like HT, FP/ER, everyman skills, and actual spells.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#108 |
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Join Date: May 2011
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That really depends on your disadvantage limit. If you have those 115 points spent, and you factor in -75 points for disadvantages and quirks, you are only down 40 points from your budget. That means that your wizard is constrained in terms of standout attributes aside from IQ, but you can probably afford a modest starting grimoire, everyman skills, and some extra FP as well. On a 100 point budget, 10 points toward everyman, 15 toward extra FP, and 30 points in spells leaves you 5 more points for other advantages. That is a pretty competent character on a smallish budget.
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#109 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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(Quote trimmed heavily.)
Quote:
So, that lesson learned, here's how I'd suggest doing the same for Dungeon Fantasy, with a few tweaks for balance: You have access to the following Talents; each costs 5 points/level. The reaction bonuses (from other martial artists) do not stack; use that of your highest Talent. If you have Chi abilities, you get a bonus equal to (your total levels of Chi Talents)/3, rounded normally, to use them. Skills with a * appear in Martial Arts (pp. 61‑62).* Note I said "inspiration," not "drawn directly from." In fact, Bill's lists are notably different from mine, because I admit I focused more on grouping prerequisites together for convenient character building while he focused on the actual meanings of the elements. That said, I was glad to have his list to use as my jumping-off point!
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#110 | |
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Join Date: Aug 2009
Location: OK
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With those talents, there's the possibility to see different martial artists have different skill levels. There are actual tradeoffs to consider. You incidentally get some of those less-than-useful skills at higher levels, which makes them interesting options rather than incredible point sinks.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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