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#1 | ||
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Join Date: Sep 2004
Location: Oldenburg, Germany
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#2 | |
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Join Date: Dec 2008
Location: Behind You
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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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RPG Jutsu.com - Ninjas Play GURPS |
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#3 |
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Join Date: Jul 2006
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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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#4 |
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Join Date: Feb 2005
Location: Berkeley, CA
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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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#5 |
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Join Date: Jan 2006
Location: Central Europe
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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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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 03-07-2016 at 01:53 PM. |
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#6 |
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Banned
Join Date: Oct 2007
Location: Europe
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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.
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#7 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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While this is true, it also drags the game down - which I want to avoid.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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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.
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#9 |
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Join Date: Feb 2010
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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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My Campaign Website |
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#10 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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Quote:
Last edited by Anthony; 03-07-2016 at 03:58 PM. |
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