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Old 07-13-2021, 11:24 AM   #181
Rupert
 
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Default Re: GURPS Magic: The Least of Spells

I'm not sure why 'hand mirror until you can afford an enchanted crystal ball for a bonus (if you want that bnonus)' isn't acceptable. If it is a problem, one solution is to require a flawless silvered glass mirror, costing much more than $15, with the standard model giving a -5 or -10.
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Last edited by Rupert; 07-13-2021 at 11:28 AM.
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Old 07-13-2021, 11:59 AM   #182
Fred Brackin
 
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Default Re: GURPS Magic: The Least of Spells

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If it is a problem,
Over years of playing and GMing Gurps Magic it actually hasn't been. I've never seen any version of Divination cast. I had one character who took Oneiromancy but that was to help the GM could send plot-o-grams if he wanted.

Like I said, it never happened.
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Old 07-13-2021, 12:11 PM   #183
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Default Re: GURPS Magic: The Least of Spells

Hmm, in theory, you shouldn't invest more than a single point in divination abilities. Anecdotally, the average GM with a positive bias for the survival of the PCs (this is a common trend in today's PC-centric campaigns popularized by you know what) will be willing to drop the necessary "plot-o-grams" via plot devices and so forth as they please anyways.

Assuming a more harsher GM, they'd enforce the need for paying the full 15 for Oracle instead of divination spells.

But we're veering off topic, so that's that!
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Old 07-14-2021, 11:41 AM   #184
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Default Re: GURPS Magic: The Least of Spells

I will agree that it very much depends on how good the GM handles divinations but I think in my campaigns they are worth having but they aren't at all plot manipulators and group rescuers.

In fact, I'd say I'm very strongly in the let the dice fall where they fall camp. Yet, I think I can provide useful responses to divination spells in a fair and even keeled way. I'm not providing the info I want the group to have. I'm providing a fair response based on die rolls.
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Old 07-14-2021, 12:02 PM   #185
Fred Brackin
 
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Default Re: GURPS Magic: The Least of Spells

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I will agree that it very much depends on how good the GM handles divinations but I think in my campaigns they are worth having but they aren't at all plot manipulators and group rescuers.
My concerns weren't about numbers or group survival really. I was thinking about a game back in the day where the whole thing ended because we could not solve a "riddle dungeon" the GM had us in.

That GM might not have given us a clue even if we'd had the right spell to ask for it but I've seen games delayed by riddles and puzzles for more than an entire session since then. Asking the GM "Can I buy a vowel?" is good.

If you wonder the big clue in the riddle dungeon was that all the encounterd monsters had names starting with "G". The DM (it was AD&D 1e)was absolutely sure we were just minutes away from solving it but it's 40 years later and I'm no closer. Of course he was the same DM who had the big clue to the number 13 being that the dungeon had a staircase with 139 steps. 139 is 13 squared, right?

Don't put chokepoints with only one solution (be it physical or logical) in your adventures.
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Old 07-14-2021, 01:05 PM   #186
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Default Re: GURPS Magic: The Least of Spells

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Don't put chokepoints with only one solution (be it physical or logical) in your adventures.
This is good advice. I don't put a these sorts of things were getting past them is required to move forward. I give rewards for finding and defeating them but if you don't it's not a big deal.
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