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Old 07-16-2018, 09:47 AM   #16
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Re: Costs of spells and talents - requirements.

Hi all,
I was intending that this thread would be a place for out of the box ideas for the problems discussed in the first few posts. Ideally it would not be a place where the same ideas from other threads are rehashed.

One thing is that Wizards get a place to spend XP, (their staffs), but heroes don't get anything similar.

***

One way to look at the wizard's staff mana bank is it is an advantage in GURPS terms. It is like gradually buying the Extra Fatigue Points advantage. I do not see why a handful of similar advantages could be created. Each character can pick one at character creation.

All of these have the same cost to improve. So if it is decided that putting more points of mana into your staff costs progressively more experience, the following advantages would also pay at the same rate.


Wizards would commonly pick the Staff Advantage. But others are possible:

Weapon Speed. The character spends XP and gradually increases their speed with a single type of weapon. This improves their DX for orders of attack but does not improve their chances to hit. (So if you have a +5 speed and a 12 DX, you would attack with the 17 DX figures, but you would still need a 12 or less to hit. This is not an improvement to a particular weapon, but rather a mystic understanding of how to wield a weapon fast. If you lose your favourite sword, you can replace it with another sword and still keep this bonus. The maximum weapon speed bonus is equal to your DX.

Spell Speed. As above, but it allows wizards to cast spells faster.

Jack of all Trades. You learn many skills and languages quickly and easily. Each point of this advantage bought allows you to gain one extra mIQ for learning talents or languages with. The maximum number of points that may be bought of this advantage is equal to your IQ.

Mystic Strength. You have a mystic understanding of great ST. Each point put into this advantage allows you to increase your ST by one, but only for the following purposes. The Advantages of Great ST rules on page 8 of ItL, Lifting, pushing or dragging heavy objects, saving throw against ST which are caused by magic spells and effects, and, finally, spells that are affected by your ST. So if you had a ST 14 and 7 points of Mystic Strength, you ST if effectively 21 vs magic and a Sleep spell would not effect you. This bonus ST can NOT be used to help you wield heavier weapons nor may it be used to meet the ST prerequisite to talents. The maximum number of points that may be bought on Mystic ST is equal to your basic ST.

Etcetera. A few more of these could easily be invented.

Most wizards would choose to take the Staff Advantage, but some wizards might think Spell Speed would be important (they like casting their spells early in the fight). A few of these advantages would add more variety to characters.

Warm regards, Rick.

Last edited by Rick_Smith; 07-16-2018 at 09:52 AM.
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includes, prerequisites, spell costs, talent costs, wizard hero balance.


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