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#1 | ||
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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The wiki sums up Low Magic as "The magical equivalent of home remedies. It is magic that anybody might pick up, without systematic formal study, and used in everyday life or emergencies." It is Craft Magic, Mysteries of the Trade, Oaths, and Single Spells (instinctive or learned under stress, picked up as a knack)
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#2 | |
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Join Date: Mar 2016
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#3 | ||
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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That section is followed by Formulaic magic. Also the wiki has the following references * GURPS Fantasy 160 * GURPS Magic Items 3 pg 24 * GURPS Fantasy pg 162-3 * GURPS Fantasy pg 147 So it did shuffle things around a bit but it was likely to make them flow a little better. Quote:
I say mana based magic because "Unified Metaphysical Theories / Magical Psi" (GURPS Powers pg 181) states "In some settings, “magic” and “psi” both tap the same energies, in one case by study and formal disciplines, in the other by raw talent and willpower." The Fanmade Five Earths, All in a Row setting mixes this idea with Roma Arcana's idea that spirits rather than some energy power magic. This is how Fantasy Earth has magic and spells even though it is No Mana. GURPS is not just a toolbox but a lego set.
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#4 | |
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Join Date: Mar 2016
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#5 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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GURPS uses "High Fantasy" to describe rare magic settings. What magic exists is focused in a handful of items or people or limited to deities. For example, Greek Mythology would be "High Fantasy" as spell casting by even demigods is next to nil. What magic does exist is the product of the gods or potions. Actual spell casting is effectively absent. Low fantasy by contrast is the setting where magic is common and a part of everyday life. Merlin-1 is a Low fantasy setting.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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#6 | |
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Join Date: Mar 2016
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#7 |
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Join Date: Nov 2008
Location: Rome, Italy
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All the aspects are easily emulable, BUT I would suggest to trim down the many allignment-based rules: Dragonlance magic was a headache because appartently in the '80 it was perfectly sound to constantly track a complex three Moon phase calendar on top of the nonsensical 2Ed rules... Only to have Black robes incapable of throwing a fireball.
Same goes for Knight of Solamnia: 3 different classes for the same character archetype.. And for what I remember the Knight of the Rose was basically OP. ...also somebody said kender?
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“A strange game. The only winning move is not to play. How about a nice game of chess?” |
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#8 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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As the Gamespy article "Magic & Memories: The Complete History of Dungeons & Dragons - Part III" relates D&D during 2Ed became highly Balkanized with settings like Forgotten Realms and Planescape having every widening and incompatible rule systems. The Complete (insert name of class here) Handbooks just aggravated the problem. Regarding the kender that showed up in Dragon #101; love the expression on the magic-users' face — classic "I should have stayed in bed" look.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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#9 | |
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Join Date: Jan 2006
Location: Central Europe
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#10 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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As the wiki (with references) points out Dungeon Fantasy 1: Adventurers suggestions of requiring "heroes to spend $40+ per point for “guild training” before they can “level up” and gain new abilities" is a majorly bad idea as demonstrated by AD&D1e's 1500 gp/level/week (DMG1e pg 86) "Once a character has points which are equal to or greater than the minimum number necessary to move upward in experience level, no further experience points can be gained until the character actually gains the new level." The Dragon #97 (May 1985) article "Only Train When You Gain" outlined why this was (and is) a bad idea: "The DM, who sees that he is losing the players’ interest, realizes he must do something. It is at this point that he takes the first step toward a Monty Haul campaign. Whether from the players’ urgings to do something and stop being "“unfair",” or as the DM’s own idea, the next group of orcs the characters kill happened to be guarding a chest full of 8,000 gp, instead of the normal copper or silver, and a magic item that can be sold for additional gold. By some coincidence, this is just enough money to pay for everyone’s training." "If gold is given away in large amounts, magic generally flows much more freely as well, allowing characters to grow ultra-powerful and creating a Monty-Haul campaign that quickly becomes tiresome for both DM and players". Wise GMs should just ignore this idea as it was bad was dropped in AD&D2 (1989) for a reason. Why somebody thought suggesting a GURPSifyed rule that resulted into so many broken campaigns that it was abandoned over 20 years ago is beyond me.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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| Tags |
| dragonlance, dungeon fantasy |
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