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Old 03-11-2013, 08:45 AM   #8
Fred Brackin
 
Join Date: Aug 2007
Default Re: [THM] Magic for my custom setting

Quote:
Originally Posted by reverse_atomic_roger View Post
I'm thinking of starting with around 150cp. But the characters will progress, and I'm hoping to have players keep the same characters and develop them as they explore the world.

I also want one-man-armies to be plausably rare in the world as a whole, including high point count NPCs.
Stop worrying about one man armies. It's an incredibly hard thing to do in Gurps Magic. Gurps Firebal realy, really _really_ does not equal D&D Fireball. not even Explosive Fireball.

Worrying about the One Man Army in Gurps Magic is like worrying about polar bear attack in Florida.

Now, the One Man Group where the Wizard has a spell that lets him duplicate basic functions of any other character type is more doable. It can still end up being impractical due to FP concerns.

If you are concerned about "power" in Gurps Magic watch FP boosting or replacing schemes such as Energy Reserves or FP Regeneration. Knowledge of spells is a small thing compared to the power to cast those spells over and over.
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custom setting, magic, thaumatology

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