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

Reply
 
Thread Tools Display Modes
Old 04-20-2024, 07:50 PM   #1
Rupert
 
Rupert's Avatar
 
Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Magery Enhancement: Longer Range

Quote:
Originally Posted by Pursuivant View Post
I've got something similar called Auxiliary spells, which are effectively a sub-set of Metaspell College spells. You cast any auxiliary spells first and then cast the spell they modify. Total time and energy costs for auxiliary spells + the main spell are combined, although you need to make successful skill rolls against all the spells involved for the combination to work.

The auxiliary spells add specific enhancements or limitations to the spell they modify.
I think, in the interest of reducing rolling and speeding play, I'd have just one roll, against the least skilled of the two (or more?) spells. This also reduces the chances of critical failures and removes partial successes, which might not be worth the streamlining, depending what you're after, of course.
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."
Rupert is offline   Reply With Quote
Reply

Tags
cosmic, magical aptitude

Thread Tools
Display Modes

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 08:38 AM.


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