Quote:
Originally Posted by Elliander
I would be open to, instead, keeping the stats in the Gurps form and then modifying how the Magic system is used, but I am not going to be using the Gurps Magic system in this campaign.
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That's probably the easiest thing to do, it is very easy to use variant magic systems with GURPS (and, in fact, GURPS has many variant magic systems already written up if you don't like the one -- or two, depending on how you count them -- in the Basic Set; there's a bunch -- many of which leverage the bones of the Basic Set system[s] -- in Thaumatology, one in Powers: Divine Favor, and another in Ritual Path Magic, just to start.)
This is a much more viable idea than trying to merge GURPS chargen with basically D&D gameplay (with some elements of gameplay from other systems.)
My recommendation is you might want to start a new thread asking for tips on how to get the magic system effects you want in GURPS; it'll probably be more productive than this thread.