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Old 03-07-2016, 10:33 AM   #1
GodBeastX
 
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Default Re: Revising GURPS Magic

I think I'm fine with Energy Reduction being based on Effective Skill instead of Base Skill. And I think buffs just having a bigger impact like Shadowrun or similar would be nice.
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Old 03-07-2016, 10:39 AM   #2
Jürgen Hubert
 
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Originally Posted by GodBeastX View Post
I think I'm fine with Energy Reduction being based on Effective Skill instead of Base Skill.
That might cause some frequent calculation on the order in which the spells are cast - mages would always start with the more costly spells and then proceed to the cheaper ones. This gets worse with the larger Maintenance Penalty I have established.

Quote:
And I think buffs just having a bigger impact like Shadowrun or similar would be nice.
What Buffs do you think are underpowered at the moment?
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Old 03-07-2016, 11:16 AM   #3
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That might cause some frequent calculation on the order in which the spells are cast - mages would always start with the more costly spells and then proceed to the cheaper ones. This gets worse with the larger Maintenance Penalty I have established.



What Buffs do you think are underpowered at the moment?
I meant impact on casting. In Shadowrun even having ONE buff going can seriously hamper a mage. GURPS is very kind to buffs in Magic which I think is a mistake.

People aren't "Locked in" for buffs. They can switch which ones are active any time and most are a 1 or 2 second cast. Make people switch. To be honest, I'm not even worried about spells being free, I'm more worried about people glowing like christmas trees constantly. I would go so far as to say you get -5 per "On" spell to casting and have to get a technique or something to buy it off if you want a mage who "Buffs" constantly so at least you can spend a bunch of points to get your favorite buffs.
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Old 03-07-2016, 12:03 PM   #4
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Default Re: Revising GURPS Magic

I'd be tempted to re-name Thaumatology as Magic and re-skin the current Magic as the GURPS basic spell list or something.

If you want a book that deals with magic in a game to GURPS standards, it's Thaumatology, not Magic.
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Old 03-07-2016, 12:49 PM   #5
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Default Re: Revising GURPS Magic

I would generally prefer to work energy and casting modifiers in the same way as damage bonuses from brawling, karate, etc -- e.g. "if you have a skill of at least IQ+Magery, -1 fp cost". That means high IQ and magery don't help at all for costs, they're only relevant for casting probability.

You could also extract them into advantages.
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Old 03-07-2016, 01:47 PM   #6
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Default Re: Revising GURPS Magic

My experience is mostly with GURPS (3e) Magic and I don't remember a lot of problems with the mechanics other than the way they encourage building marble palaces one Create Earth and Earth to Stone at a time.

I still think that David Pulver's advise on how to reorganize the spell list in an old post is worth mining (he suggested finding a hundred or so spells which work in most settings with magic, then creating lists of the 'legend' effects, the 'substitute psi' effects, the 'modern genre fantasy' effects, etc. which people can chose one or two of and add to the core list when creating a setting in a hurry).

Thaumatology, Mysteries, and Powers have some useful generic advice about types of spells which break common plots. I am told that DF 1 has more.
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Old 03-07-2016, 01:53 PM   #7
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Default Re: Revising GURPS Magic

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That might cause some frequent calculation on the order in which the spells are cast - mages would always start with the more costly spells and then proceed to the cheaper ones. This gets worse with the larger Maintenance Penalty I have established.
That is not metagaming. Rather, the characters who live in the world understand magic to such an extent that they know that that's the most efficient and safest order in which to cast a series of spells.
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Old 03-07-2016, 02:07 PM   #8
Jürgen Hubert
 
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That is not metagaming. Rather, the characters who live in the world understand magic to such an extent that they know that that's the most efficient and safest order in which to cast a series of spells.
While this is true, it also drags the game down - which I want to avoid.
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Old 03-07-2016, 02:13 PM   #9
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Default Re: Revising GURPS Magic

Honestly, the easiest option is to just toss fatigue cost reduction for skill completely, and if there's spells that you really want people to be able to maintain for long periods (e.g. Night Vision) bump their duration from Minute to Hour.
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Old 03-07-2016, 03:39 PM   #10
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Honestly, the easiest option is to just toss fatigue cost reduction for skill completely, and if there's spells that you really want people to be able to maintain for long periods (e.g. Night Vision) bump their duration from Minute to Hour.
That probably makes sense for 500 point characters, but a 100 point mage gets his one main combat spell to 15 so he can do 1 die attacks for free even after he has cast two spells and burned through his fatigue. Without this mechanic 100 point wizards would be using crossbows, at that point what's the fun in being a wizard?
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