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Old 08-25-2014, 03:11 AM   #8
NocTempre
 
Join Date: Apr 2013
Default Re: [Magic][WIP]Homebrew Skill-based Magic

Quote:
Originally Posted by dataweaver View Post
Instead of swing/thrust damage, consider using the Damage modifier from the Appendix of Thaumatology as the basis for your system. More generally, instead of a 10-based MG trait that seeks to emulate the mechanics of ST, consider a zero-based variant of Magery where every spell has a “primary parameter” (one of the Magical Scope Parameters from the aforementioned Appendix) that’s read as how many levels of Magery you have rather than skill penalty, margin of success, or energy cost.

Alternately, use the energy cost modifiers from Ritual Path Magic for this, as said modifiers are essentially a refinement and expansion of the aforementioned Magical Scope Parameters.
Looks like I need to pick up some more books, thanks for the tips. Someone needs to make a wiki of this stuff, so many nooks and crannies!

Quote:
Originally Posted by Walrus View Post
If all you magic is about dealing damage, especially in addition to weapon damage, I'd encourage looking at Imbuements before trying to invent something new.
I will take a closer look. But it is definitely not all about dealing damage, what I'd want potentially is an "imbue weapon" skill but how to check without clumsiness? Perhaps a magical alternative to "fast draw"?

Last edited by NocTempre; 08-25-2014 at 03:16 AM.
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gurps 4e, homebrew, magic


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