08-11-2016, 08:51 PM | #211 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Revising GURPS Magic
For Infusions try Imbuements.
For additional levels I like Lenses, sometimes multiple prerequisites for higher powered lenses. You can have a lens that takes the points and ability of another Lens and creates a new ability, removes or adds a modifier for example.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
08-11-2016, 09:09 PM | #212 |
Join Date: Aug 2007
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Re: Revising GURPS Magic
They actually are Spell effects. It's just they have a "Must drink small vial of stuff" requirement. They aren't the hard part anyway.
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Fred Brackin |
08-18-2016, 10:51 AM | #213 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
I've cleaned up my alterations and put the first part up on my blog.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
08-18-2016, 11:49 AM | #214 | |
Join Date: May 2006
Location: Seattle, Washington
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Re: Revising GURPS Magic
Quote:
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Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
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08-18-2016, 03:18 PM | #215 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
Quote:
So... maybe the damage to the object itself is as described in the spell, but the fragmentation damage is only 1d cutting (1d+2 cutting when doubling the energy). This would make even multiple hits much more reasonable. However, it should still matter how many "damage dice" you pay for with the spell. Therefore I propose the following: Instead of the default "attack skill" of the fragments of 15 (see the rules for fragmentation damage on B415), the effective attack skill is 10 + the damage dice bought. Thus, if the initial object is destroyed with 3d damage, everyone in the area is subject to an attack with a skill of 13 (subject to size modifier and distance modifiers as usual). This should probably capped at an effective skill of 15 (at Magery 5), or else the fragments will fly a very long way.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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08-18-2016, 11:52 PM | #216 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
Okay, I re-read the section on fragmentation damage, and discovered that fragmentation damage is already inherently limited in range - equal to twice the initial dice of damage. Thus, no further fiddling around with the fragmentation damage rules is needed - if the damage of the object is 5d, then that means that the fragments can fly to a distance of 10 yards.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
08-19-2016, 02:01 PM | #217 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
The second blog post is up, detailing my tweaks to individual spells.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
08-19-2016, 04:30 PM | #218 | |
Join Date: May 2006
Location: Seattle, Washington
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Re: Revising GURPS Magic
Quote:
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Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
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08-19-2016, 11:22 PM | #219 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
Quote:
Of course, my next project will involve rather radical changes to the prerequisite system. But that's best kept as a separate discussion, and a separate threat - the rules tweaks so far should stand on their own.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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