Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-26-2021, 05:51 PM   #5
Adina
 
Join Date: Aug 2004
Location: Louisville, Ky
Default Re: Magic Aptitude tweaks

Quote:
Originally Posted by Keampe View Post
One other option would be to require a different magical aptitude for each Sphere, with the caveat that if they want more than 1, they're buying all three.
I considered this but think 30 points per level is too expensive.

Quote:
Originally Posted by Say, it isn't that bad! View Post
Since you want "universal mages" to be rare, from the sounds of it, that sounds like Unusual Background.
Yep. The question is how much. My off the cuff estimate is 15 points.

Quote:
Originally Posted by lvalero View Post
What would be a countervailing enhancement?

You might as well say that this -10% discount is a "bonus pool" to buy magical perks. Or to buy more Energy Reserve.
That's an interesting idea. So each level of MA gives you one magical perk. Might be a bit fiddly though.

J
Adina is offline   Reply With Quote
 

Tags
fantasy, magic


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:55 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.