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Old 05-04-2014, 03:28 AM   #28
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: Two long standing house rules.

Quote:
Originally Posted by kirbwarrior View Post
On the note of mage-only enemies, a flying, diffuse creature with low HP (oh, say, a skull spirit from DF) is very hard to deal with unless you are a mage (Explosive Fireball beats diffuse).

I think a large part is to focus on any outlying issues with Magic. For instance, there is a huge focus on skill 15, due to the -1 FP. There are many tiny spells that probably don't require an entire skill to cast (Light? Haircut?). You can hide those in other skills.

That's a huge thing, actually. Skills are treated a very specific way in GURPS. Magic seems to break this, asking mages to have upwards of 50 (or way more) skills to truly be useful.
Mystic Knights and Mystic Archers also destroy Diffuse targets with ease. To shorten mage skill lists, allowing YxMagery Charm Perks above the usual 5 Perks limit, so you don't need all those spells you'll never cast just to throw a Lightning Bolt.
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house rules, magery, magic, wild talent


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