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Old 07-26-2015, 09:50 AM   #3
Kalzazz
 
Join Date: Feb 2009
Default Re: GURPS Earthdawn

Spell Matrices are Modular Ability slots would be my take.

I would make it 'Spell slot, spells I have in my grimoire, X%' and try to figure out how to do 'takes 10 minutes normally, or 1 second if I make a XYZ roll and burn 1 HP'

Then you would need to either convert the spells, or arrange GURPS spells into appropriate discipline/circle charts etc

I wouldn't make people buy individual spells with CP, that is one of the features I loved about Earthdawn 1e (you find a spell, you put it in your grimoire, life is good) and hate hate hated about Earthdawn 2e (You spend your LP to get more spells?! WRONG!)

Durability is just buying extra HP
Taunt corresponds nicely to Rapier Wit

Of course, there are like 5 (1e, 2e, Classic, 3e, 4e . . . is that all?) different takes on Earthdawn, which all have different takes on the Magic system, so you need to figure out which if any you are trying to emulate

Also you need to determine the relationship if any between Talents/Skills. For instance, if you look at 1e Melee Weapons Talent / Melee Weapons Skill they are pretty much both 'Melee Weapons!', any melee weapon you can pick up you can use with it (but none of the other cool stuff Wildcards give you if I recall)

2e the Skill needs to be specialized, so its say 'Broadsword' vs 'Melee Weapons!'

When I do Earthdawn its an unholy mish mash of (mostly) 1e and 2e with sundry house rules and tweaks tossed in for the sheer fun of it . . . . . so it makes it hard for me to remember exactly how RAW Earthdawn is supposed to work, made even harder since so many versions of RAW Earthdawn!
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