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Old 10-08-2020, 07:10 PM   #11
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: What are the best magical systems in GURPS?

Quote:
Originally Posted by ericthered View Post
I get why they stick an FP cost for every spell, but I find it terribly limiting, especially because costs 1 FP is one of the worst limitations in terms of points returned for utility given up.
Even setting aside the point cost problem having all spells cost FP is a huge in game cost. It's effectively telling the mage that any and all spells are Extra Effort (or more!), which absolutely flies in the face of casual spells/cantrips and in between the extremes.

Quote:
Originally Posted by AlexanderHowl View Post
Magical Resistance 10 (Improved, +150%)
Slight aside, I think Immunity to Magic is strictly better. For those same 30pts you decide whether or not you succeed resistance. (Note that it's not Static which does have downsides)
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Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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magic, paut, ritual path magic, talisman of paut


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