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Old 07-13-2017, 12:46 PM   #10
GM Joe
 
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Join Date: Oct 2014
Location: Chicagoland
Default Re: What GURPS needs... now

Quote:
Originally Posted by A Ladder View Post
I agree. Magic in Lite would've been great. However, just looking at what rules that are absolutely necessary for magic is actually a bunch of pages. Trimming all that down looks...daunting.

The big question: What spells do we give people? It's easy to drop the Gate, Necromancy, and Weather colleges. But what other colleges don't make the cut? Maybe Earth, Knowledge, and Meta? What spells don't make it? In theory drop Earth to Air, No-Smell, Predict Weather, Deathtouch, Wither Limb, Cold, Heat, Resist Cold, Resist Fire, Great Healing, Major Healing, Aura, Seeker, Trace, Mass Daze, Mass Sleep, Great Haste, Fog, and Shape Water....ugh, that leaves a ton and takes out some great magic-y things to do.
I'd just like to see enough in there to give people something playable so they can get an idea of how the default GURPS magic system works, like was done with Skills, Advantages, and Disadvantages.

We could start with the GURPS Lite 3e spell list, for example.
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