Quote:
Originally Posted by dataweaver
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.
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To be fair, this is basically how I'd describe any magic system in GURPS, or even roleplaying in general.
Quote:
Originally Posted by hal
Tell you what - quick, whip up a reasonable NPC mage using the magic system of choice, with all the spells ready to roll for interactions with the player characters.
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Hostile wizard; Fire & Ice themed. Flight (Nuisance Effect: Loud, Max Height 5ft) for 'jet-like' bursts of flame, Ice Spikes 2d (impaling, 20/100range, Acc 3, Costs 1FP/min), Steam Cloud: Obscure 10 (Costs 1fp/use, Only self, Nuisance Effect: Loud), wizard has HT12 and ER2, Magery 1, 11 attributes otherwise, Combat Reflexes, enchanted Robe with DR3 EDIT: I generally assume 14 skill for combatants unless I want it higher and 12 skill for regular skills (thus Flight-12 and IA-14)
Friendly Wizard; Payload 5 (Dimensional), Ally: Lightning Elemental (3d) Summonable Ally that is a little too trigger happy, Merchant-12, Hedgewitchery (1cp that can be in anything at any point in time, mostly used for accessory perks or to lessen defaults), IQ13
I don't need to look up points, I can just remember what things do exist in gurps and more accurately what doesn't. It also took me longer to right that up than come up with it. Plus, as is said here, this really works with psionics, supers, druids, etc;
Quote:
Originally Posted by SilvercatMoonpaw
Sorcery/Powers: means I don't have to memorize a whole 'nother system.
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If I want magic to cost FP, that's a modifier. If I want magic to require training, that's a setting switch. I already have to learn one complicated power system that functions within the rules of everyone else, so this is a huge upside to me.