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Old 08-19-2023, 03:54 AM   #1
Giovanni
 
Join Date: Feb 2016
Default Re: GURPS Man to Man.... how to add magic?

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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.
That's exactley what we will do....

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S John Ross's Blue Room had some rules for using 3e GURPS magic in a gladiatorial type game. You can find them archived here - that might be of some use in adding magic to Man to Man.
I cannot reach the linked page [error 404]
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Old 08-19-2023, 05:49 PM   #2
ehrbar
 
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Join Date: Aug 2004
Default Re: GURPS Man to Man.... how to add magic?

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Originally Posted by Giovanni View Post
I cannot reach the linked page [error 404]
Try http://web.archive.org/web/201608010...m/gladmage.htm
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GURPS Technomancer resources. Including The Renegade Mage's Unofficial GURPS Magic Spell Errata, last updated July 7th, 2023.
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Old 08-19-2023, 10:58 PM   #3
Infornific
 
Join Date: Dec 2004
Default Re: GURPS Man to Man.... how to add magic?

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Originally Posted by ehrbar View Post
Thanks. I fixed the link in my original post.
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