![]() |
|
![]() |
#1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
![]()
I'm talking now about the alternate colleges from Thaumatology, and not druids as in Dungeon Fantasy.
There are 18 colleges, which lands me in the -40% range for limitation value... but some colleges contain 40+ spells while other contain three or four. Putting the same value on them both seems unfair. So the obvious solution is to make One College Magery value depend on how many spells the college contains. Off the top of my head: 3 to 5 spells -60% 6 to 10 spells -50% 11 to 30 spells -40% 31 to 50 spells -20% 51 to 70 spells -10% 71 spells or more is not a significant limitation. In a perfect system you would also take into account how diverse the spells are, but that seems like work. Seem reasonable?
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
![]() |
![]() |
![]() |
#2 |
Join Date: Sep 2018
|
![]()
Not all spells are of equal value, and there's a lower game-world value to knowing a college of magic that everyone else does. Just having some ability to manipulate the world that not many others have is powerful.
|
![]() |
![]() |
![]() |
#3 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
![]()
Remember, the default is that you know all colleges. Knowing a college with 40 spells seems to be more useful than knowing one with three spells. And yes, spells are of different value, but that's why the energy cost varies from spell to spell. They should still be roughly balanced (except Recover Energy, which is a strange holdover from an older system.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
![]() |
![]() |
![]() |
#4 |
Join Date: Jul 2009
|
![]()
The most straightforward approach would probably be to figure out what percentage of total spells are in a given college and plug that number into the Accessibility calculation from Power-Ups 8 on pages 4-5.
I wouldn't worry about unlisted not-created-yet spells, since those are probably going to be paid for with a perk each for Secret Spell or something anyway. Just the spell list provided per college should be enough for this. |
![]() |
![]() |
![]() |
#5 | ||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
![]()
Actually, that varies with magery. Having only Magery 0 locks you out of the Meta spell college.
Quote:
Quote:
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
||
![]() |
![]() |
![]() |
#6 | |
Join Date: Dec 2007
|
![]() Quote:
Or alternatively forget about the "Wood College" and just give your druids a nature college that includes both animal and tree spells. Because you can do that. |
|
![]() |
![]() |
![]() |
#7 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
![]() Quote:
Replace "Plant" with "Tree" (ie Seek Tree, Identify Tree, etc) and you get way more then just three spells. Sure it isn't the same breadth as Tree magic (T42-47) but is clearly more then three spells.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 10-02-2020 at 10:30 PM. |
|
![]() |
![]() |
![]() |
#8 | |
Join Date: Dec 2007
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#9 | |
Join Date: Dec 2007
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
Tags |
limitations, magery, magic |
Thread Tools | |
Display Modes | |
|
|