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#11 |
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Join Date: Aug 2004
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I don't know whether this is your best choice, but be sure to check out GURPS LITE for 3e: http://www.sjgames.com/gurps/lite/3e/gurpslite.pdf
It presents the basic magic system, with 14 simple and (mostly) combat-oriented spells, in less than two pages.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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#12 |
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Join Date: Aug 2004
Location: Pioneer Valley
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Beyond that, you can simply apply a basic approach. Sit down with a copy of 3rd edition GURPS Magic, and ignore Grimoire. Just spend a half hour going through it with your buddies. Skip over whole colleges that aren't likely to be applicable; Knowledge, for instance.
Any spell you unanimously agree is combat-applicable is fair game. Any spell to which any of you object (or which you think is too powerful; I wouldn't allow Area mass damage spells, myself), draw a pencil mark through it. Keep the book costs for M/H M/VH spells, as well as for Magery, and there you go. Just ditch the notion of prerequisites altogether, and let people take whatever spells they like. And there you go. Whether it's perfectly balanced or not, eh, I wouldn't worry about it. Nothing prevents you, after all, from deciding after a match or three that X spell is too much, and out it goes.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#13 | |
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Join Date: Jun 2022
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And even despite the few significant edits between 3e and 4e, I'd say just use GURPS 4e Magic as is, or even better DFRPG Spells if you have it. |
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#14 |
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Join Date: Jun 2022
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There are Knowledge spells that could be useful "pre-battle" to give one side bonuses over the other, say a few one time uses of Luck, or bonuses that could deployed strategically. Or being able to bring in reserves from the exact right side of the battle map...
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#15 | ||
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Join Date: Feb 2016
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#16 |
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Join Date: Aug 2004
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Steven E. Ehrbar GURPS Technomancer resources. Including The Renegade Mage's Unofficial GURPS Magic Spell Errata, last updated July 7th, 2023. |
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#17 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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__________________
My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#18 | |
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Join Date: Dec 2004
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| Tags |
| man to man, third edition |
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