11-01-2020, 06:48 PM | #131 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: What are the best magical systems in GURPS?
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Friendly Wizard; Payload 5 (Dimensional), Ally: Lightning Elemental (3d) Summonable Ally that is a little too trigger happy, Merchant-12, Hedgewitchery (1cp that can be in anything at any point in time, mostly used for accessory perks or to lessen defaults), IQ13 I don't need to look up points, I can just remember what things do exist in gurps and more accurately what doesn't. It also took me longer to right that up than come up with it. Plus, as is said here, this really works with psionics, supers, druids, etc; If I want magic to cost FP, that's a modifier. If I want magic to require training, that's a setting switch. I already have to learn one complicated power system that functions within the rules of everyone else, so this is a huge upside to me. |
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11-02-2020, 08:06 AM | #132 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: What are the best magical systems in GURPS?
It's also probably the most versatile in terms of creating different types or genres of magic for different types of games. Whatever you want magic to be in your game it can do, as long as the Gm is willing to do a lot of heavy lifting on the front of designing not just the abilities but also what optional rules they're going to use and what methodology they're going to use for designing abilities.
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11-02-2020, 08:14 AM | #133 |
Join Date: Feb 2016
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Re: What are the best magical systems in GURPS?
Of course, as the Temporary Enhancements and Using Abilities at a Default rules are generally need for Magic as Powers to work. Of course, designing a set of abilities can be an annoying amount of work, but that is the utility of having leveled traits. For example, you could have a magical system with ten foci, ten abilities per focus, and ten levels per ability, allowing for one thousand steps of potential advancement.
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Tags |
magic, paut, ritual path magic, talisman of paut |
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