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#61 | ||||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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"A simple clerical advantage is to allow non-mage clerics to use spells of one (or a few) colleges as though they were mages. So, even in normal and low-mana areas, a cleric of (for instance) a healing-oriented power can cast Healing spells." Quote:
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#62 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Also 1e and 2e AD&D adventurers were scaled to the level of the "dungeon" they were in. Much of the time was waiting around for the spell caster to relearn/prayer for their spells and what speed bumps were in the module were tailor made to burn through their limited resources. Take a 6 member 50 point GURPS party through Keep of the Boarderlands, like I did back when all there was GURPS 1e and be stunned how fast they go through the thing.
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#63 | ||||
Join Date: Aug 2004
Location: Buffalo, New York
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Non-intervention Occasional intervention Magical Aid Active Deities The Magical aid simply states that magic is a divine power. It, like GURPS MAGIC page 84, or GURPS MAGIC 2nd edition page 94, suggests granting a bonus of +1 to +3 depending on the deity and the college of spells etc. Unlike GURPS MAGIC or GURPS MAGIC 2nd edition, where we have perhaps the first recorded instance of magery 0 (ie, Clerical investment for spell casting is made more expensive per college of spells, but also an additional +5 cost per +1 bonus to spell casting) - GURPS FANTASY 1st edition doesn't go that far with Clerical Investment at all. Looking at GURPS 2nd edition, Clerical Investment was not even invented as an advantage yet. GURPS 2nd edition books I have in my possession show a copyright of 1986. Quote:
But - as best as I can tell, even with GURPS MAGIC or GURPS MAGIC 2nd edition, such "Miracle casting" was still subject to the penalties of low mana. Only later did GURPS draw away from Mana for clerical powers by calling it sanctity or some such. Quote:
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Merge in with the original 2% population figure, EVERY style of magic that can be cast, which includes Runemagic, knacks, clerical magics etc - or we can make the presumption that the original 2% was geared for specifically, the spell slingers from GURPS FANTASY 1st edition, and for those who still want to use that 2% guideline - everything that GURPS MAGIC introduced subsequently. As was discovered in the other thread (Mages are coins) - I did a test run of code I created for use with VB.NET that would essentially use the full 2% value of a general population as an "entered manually" bit of data. It would then spit out what the magery values were based on each lower level of magery was 10x more common than the next highest. I did 5 test runs for each version (magery 1-3 only and the newer magery 0 to 3) and found an interesting pattern emerge... Here is a sample of five runs that generate the Magery using non-magery 0: Magery 1: 44 Magery 2: 7 Magery3: 0 Magery 1: 42 Magery 2: 9 Magery3: 0 Magery 1: 44 Magery 2: 6 Magery3: 1 Magery 1: 41 Magery 2: 9 Magery3: 1 Magery 1: 46 Magery 2: 5 Magery3: 0 This is what I generate when allowing for the new fangled Magery 0 instead: Magery 0: 47 Magery 1: 4 Magery 2: 0 Magery3: 0 Magery 0: 44 Magery 1: 7 Magery 2: 0 Magery3: 0 Magery 0: 47 Magery 1: 4 Magery 2: 0 Magery3: 0 Magery 0: 41 Magery 1: 9 Magery 2: 1 Magery3: 0 Magery 0: 41 Magery 1: 10 Magery 2: 0 Magery3: 0 Note that in those runs, I was basically rolling a random number between 1 to 111 for the more traditional pre-magery 0 table of results, and from 1 to 1111 for the Magery 0 to magery 3 results. The idea was that each person born with Magery, would get a randomly generated Magery value that was in line with statistical expectations. Magery 0 as part of a 2% population limit, results in 90% of all mageborn having only magery 0. The pre-magery 0 method results in 90% of the mageborn population having Magery 1 instead. So that is a relatively huge difference right there. In the end? The prevelance of magery within a population is strictly a world building decision. If you make this a genetic issue, assuming that Magery is a recessive gene, then to obtain a roughly 2% population with a purely recessive gene sequence, you would have to have Magery depend on 6 genetic factors. The value would be 1/2^6 which is 1.5% of the population. If on the other hand, you wanted to go with Magery 3 depends on a purely recessive gene set up for 10 sites, the odds of having a pure Magery 3 type of individual would be 1/2^10 or .097 percent of the general population. You could then monkey around with the idea of saying that variations in sites 7 through 10 determine various effects such as Magery 0, Magery 1, Magery 2 and even one college magery etc. But that is a detail that I really don't want to get into. If you really wanted to be nasty, one could easily make it that Genetically speaking, to have a pure magery 3 character, the magery genes are also linked with genetic disorders that MUST be present for it to express itself (ie become functional). Frankly? Genetics make me want to run and forget numbers at all... Statistical analysis is NOT my forte. I'm fine up to pre-calculus. ;) |
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#64 | |
Join Date: Jan 2006
Location: Central Europe
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But to avoid getting distracted with semantics, can you give me an example of a modern adventure for Yrth which you feel has an implausible number of magic items? Mordag's Little Finger is very old (1991) and centred around an enchantress, a necromancer, and a vampire. I can't make a quick list of magic items in it. You cited "the trope of magic items being 'easily' findable in the neighborhood dungeon. Given how fragile most are there has to be somebody or a group of somebodies making these magic items at a reasonable pace."
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper Last edited by Polydamas; 05-12-2021 at 04:36 PM. |
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#65 | ||
Join Date: Dec 2007
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[QUOTE=hal;2379467]
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Last edited by David Johnston2; 05-12-2021 at 07:28 PM. |
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#66 | |
Join Date: Feb 2008
Location: Portland, Oregon
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Since the Recluce series was originally written to demonstrate that magic has economic effects (and can't just be simply "grafted on" to an otherwise mundane world), it might be useful to keep that in mind. (As, I think, we are.) As for increasing the amount of magic items in the world (using the basic magic system) we can make the average mana level High instead of Normal; we can lower the difficulty of spells from "Astrophysics" to "Algebra" (that is, VH-->H, H-->A, or even knock them down 2 levels); change how spells are bought from separate skills to techniques based on your skill in a College; we can change the prerequisites to have shorter chains. I suppose we could also just knock a zero off of the amount of mana it takes to enchant. There are likely other ways in Thaumatology, but I haven't had the chance to read through that yet. But I don't think we need to do that. I don't think Yrth was ever supposed to be a D&D equivalent, which I sort of equate with a world with magic items lying around all over the place. I always saw Yrth as a more realistic attempt to come up with a world that had a slew of different sentient species, magic, supernatural creatures, and all the rest. It's debatable how well they succeeded, but it was at least a good attempt.
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Warmest regards, StevenH My current worldbuilding project. You can find the Adventure Logs of the campaign here. I try to write them up as narrative prose, with illustrations. As such, they are "embellished" accounts of the play sessions. Link of the moment: Magical Critical Failure Charts! They are based on College and how much mana was used. It is also the new home of the Alaconius Lectures, a series of essays about the various Colleges of Spells. |
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#67 | |
Join Date: Dec 2020
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Compared to for example sports that would fit to the semirealistic approach GURPS takes mostly. It is amazing to see what people who are nearly bare of any talent can reach if the only train hard enough for a long time and have a trainer who is worth the name. Sometimes they beat even in local championships folks with a lot of talent i.e. both parents former athlets, who lack this zeal. |
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#68 | ||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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But it is actually page 84 that interests us: "This setting includes some new talents. (...) Close to Heaven: Exorcism, Meditation, Religious Ritual, Ritual Magic, Symbol Drawing, and Theology. Reaction bonus: “religious professionals.” 5 points/level." This means that Ritual Magic, in some form, does exist on Yrth; and with all the changes and options GURPS Thaumatology who knows what form it takes. The Fractional Magery option (-5 to skill if you don't know magery in normal and low mana but magery can be learned) really messes things up. Quote:
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