Re: What are the best magical systems in GURPS?
My preferences are Magic as Powers for non-flexible magic (though using Divine Favor as a core for improvising has its merits) and Realm Magic for flexible magic — although the very first thing I do with it is to throw out the energy costs for nearly everything; and I've got a half-dozen house rules that I routinely apply to it. So as written, I wouldn't call it “the best” per se; I just like the principles on which it's built, even if they were poorly executed.
I'm also fond of Path/Book Magic when dealing with “subtle magic” settings.
Last edited by dataweaver; 10-30-2020 at 09:29 AM.
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