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Old 09-08-2016, 02:49 PM   #1
Kuroshima
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Originally Posted by Kalzazz View Post
Can you give an example of how this differs from RPM and why someone who already has RPM moderately internalized would be interested?
First at all, it's simplified, compared to RPM, with no greater effects and no energy gathering rolls (based on the ideas on Effect Shaping RPM Christopher used on Pyramid). The paths are also quite different, and optimized for the DF world view. Charms as such don't exist, and are replaced by Incantation slots. Think of them as Vancian Magic spell slots ;)

Building the spells is very similar to building RPM spells though, so the experience will make it easy for you to pick it up.
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Old 09-08-2016, 03:04 PM   #2
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

The net result is similar to Ghostdancer's "Effect Shaping" variant of RPM from Pyramid #3/66: The Laws of Magic, but adapted significantly to fit Dungeon Fantasy. For example, the concept of Greater and Lesser effects? Out the window. Gone. Unnecessary. Incanters are expected to make the laws of physics cry on a regular basis. :)
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Old 09-08-2016, 03:08 PM   #3
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Honestly I already think of Charms as Vancian spell slots in physical form, so removing the intervening step is cool

Does it do anything to help with the load out process? That I have found to be the RPM Achilles heel of pain
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Old 09-08-2016, 03:13 PM   #4
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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Does it do anything to help with the load out process? That I have found to be the RPM Achilles heel of pain
Not sure what you mean by that, as "loadout" usually means gear/equipment to me. If you mean the process of going from "I know what spell I want" to "I successfully cast the spell," the answer is yes -- in most cases, you'll only make one or two rolls, full stop.
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Old 09-08-2016, 03:18 PM   #5
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

I have X many spell slots, how many of what spell should I memorize?

If load out is the wrong term I apologize

I've always visualized it as the same process of taking your F15 and choosing what assortment of bombs, missiles, drop tanks, camera pods and whatnot to send it into the air with
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Old 09-08-2016, 03:26 PM   #6
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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I have X many spell slots, how many of what spell should I memorize?
I'm still not sure I understand the question (sorry!) but hopefully this will answer it. Each "magic slot" lets you hold one incantation, which is a spell that's been bound to your aura, 99% cast, so that you just need to take a single Concentrate maneuver to unleash it. Magic slots are also used to hold scripts, conditional spells, and other special cases, always at one spell per slot.
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Old 09-08-2016, 03:45 PM   #7
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Alright an example as I am clearly explaining badly. . . . say I'm shopping for gear at TL 3 starting wealth
I have a finite resources (money), and a list of things to buy with that money (say Basic Set items)

How I spend my 1000 moneys is my gear loadout.

Now say I'm an RPMist (because I haven't read this book yet, just to illustrate) and have RPM Imagery 8 and Thaumatology 20

I thus have 28 conditional slots to fill

So finite resources are my 28 slots

I need to pick a variety of buffs, heals, attacks and whatnot to fill them. I need to choose between low energy low power easy to cast spells and high energy bigger wallop harder to avoid fumbling spells and such
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Old 09-08-2016, 04:27 PM   #8
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

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I need to pick a variety of buffs, heals, attacks and whatnot to fill them. I need to choose between low energy low power easy to cast spells and high energy bigger wallop harder to avoid fumbling spells and such
Okay, now I understand, but there's really no way that this book could tell you what "loadout" you should have. That's going to depend entirely on the current adventure, what the other members of the party can do (e.g., if you have a cleric who focuses on buffs, you may be able to skip those), your particular play style, and so on.
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Old 09-08-2016, 03:48 PM   #9
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Quote:
Originally Posted by Kalzazz View Post
I have X many spell slots, how many of what spell should I memorize?

If load out is the wrong term I apologize

I've always visualized it as the same process of taking your F15 and choosing what assortment of bombs, missiles, drop tanks, camera pods and whatnot to send it into the air with
That's a good analogy. It's your choice. It's not an easy choice on purpose! While you can replenish your slots if given enough time, you are certainly limited to what you picked when the things get hairy, so pick wisely. You can bring a ton of magical might in a pinch, but yours is a very limited resource.
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Old 09-08-2016, 04:05 PM   #10
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Default Re: GURPS Dungeon Fantasy 19: Incantation Magic

Just like with an F-15, the loadout will depend on the mission. In this case, "mission" is "go into a dungeon, kill stuff, take their loot". If, for instance, you know that this is a dungeon loaded with orcs with spears and some magic, you'll probably want spells that deal with taking out a lot of folks at once (rain of fire), buffs, and a few countermeasures to defend against spears and other pointy objects (reverse missiles).

On the other hand, if this is a dragon lair, then you'll want stuff that protects against the dragon's breath attack, if you know what type it is (fire, ice, lightning, acid, etc), and direct-attack spells geared for exploiting known weaknesses (fire drakes might be more vulnerable to ice magic, for example).

Just like you wouldn't load up an F-15 with Durandal anti-runway missiles when escorting bombers, instead going for Sidewinders and AMRAAMs for shooting down enemy anti-bomber interceptors, and maybe a few Mavericks for taking out the occasional SAM installation, you don't want to load up a on explosive fireballs when facing a firedrake that might be heavily resistant to fire; instead, in that case, I'd go with protection from fire, a few strength buffs for the front-line fighters, and maybe stuff like ice dagger.

Clear as mud?
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