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 03-10-2024, 05:19 PM   #14
oneofmanynameless
 
Join Date: May 2012
Location: New Hampshire, USA
Default Re: [Thaumatology] Powers as (Path/Book) Magic

Quote:
Originally Posted by Prince Charon View Post
A couple of reasons: First, it's an intellectual exercise that I won't know whether it's useful unless someone tests it; I do a lot of those.
I can certainly get behind that. I do plenty of those myself.

It seems like the types of powers that will be the most difficult to handle with this type of system would be something like Super Strength, or the abilities of the Biomorph template from GURPS Supers. E.G. Abilities that are always on, as opposed to abilities like those of the Blaster Template from GURPS Supers which all require activation. This will also extend to powers that are deeply interconnected with racial templates, like the abilities of a werewolf, vampire, or fire elemental. Anything truly innate and supposedly second nature will feel awkward in a system that is entirely about using skills to activate effects. You certainly can train innate abilities (hiking and running and lifting are all skills for improving innate capacities humans have) but those skills tend to work very differently from a Path or Book.

Last edited by oneofmanynameless; 03-10-2024 at 05:23 PM.
oneofmanynameless is offline   Reply With Quote
 

Tags
path/book magic, powers, thaumatolgy, world building


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 01:03 PM.


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