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#51 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
So: At the extreme end, I think we can agree a Great Healing item is Amazing (4000 energy). And at the trivial end, a 60-energy Seek Air item is probably Simple :) I'd probably go as high as 100 energy for Simple, at the least. Is a +1 sword Average? It seems a classic magic item, so that might make it pretty Average; on the other hand, 4e D&D has +1 items pretty quickly, and that would vote for Simple, possibly giving you an upper range on Simple. That's 250 energy, classify it depending on the feel you're going for. Shatterproof is the "basic" enchantment for magic weapons in D&D - all magic weapons being pretty darn tough. That's 400 energy - Simple (if your +1 sword is simple), or Average? What about a +2 sword? Is that Average, or Complex? (1000 energy) a 2 Power enchantment or 2 Speed enchantment is also 1000 energy. What about a Great Wish? that's 2000 energy, but not quite as fancy as a D&D Wish. Is that Complex or Amazing? Restoration is 2000 energy as well. But there's also 4000 and 8000 energy spells in there, those are pretty clearly Amazing. My inclination is to go with the following Simple: 1-199 energy Average: 200-999 Complex: 1000-3999 Amazing: 4000+ EDIT or alternately Simple: 1-250 Average: 251-1500 Complex: 1501-3999 Amazing: 4000+
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 03-15-2013 at 08:39 AM. Reason: Squeezing 4000+ into amazing, oops |
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#52 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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I think I will stick with this one, thanks.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#53 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Other thoughts:
I think I will do away with the "spell slots" for normal mages. Sorcerers are just mages with Wild Talent. Clerics and druids will be adapted from the Dungeon Fantasy archetypes.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#54 |
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Join Date: Sep 2004
Location: Canada
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Sometimes I feel like Sorcerers (in the basic GURPS magic system) are mages who have taken Shortcuts to Power perks to "snipe" a small set of spells, and then spent the rest of their points on a pile of Energy Reserve so they can cast all day.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#55 |
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Join Date: Sep 2010
Location: Mannheim, Baden
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I've made D&D Wizards use standard GURPS magic with prerequisites, while Sorcerers use spell levels tied to Magery level that contain exactly the same spells Wizards use, but Sorcerers can chose whatever spells they want without regard to prerequisites. They are, however, restricted to a maximum of (Magery minus spell level) spells from a given level. Sorcerers can have more Magery and Energy Reserve than Wizards and so far this works fine. It makes Sorcerers powerful, but less versatile than wizards - a good choice for less experienced players, too.
Thinking about it, this is basically Bruno's approach with less bookkeeping for Shortcut to Power perks. |
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#56 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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| conversion, eberron |
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