06-25-2021, 06:20 AM | #11 | |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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So all of the easy spells with defaults-1 kind of stuff will almost immediately be usable and those are the spells most likely available widely. Really hard spells with default-20 or something like that would of course require some improvement in the spells skill level to be usable. At this point perhaps that spell is a technique. Still deciding how to do that. |
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06-25-2021, 07:18 AM | #12 | |||
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Magic Guidance Question
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06-25-2021, 09:12 AM | #13 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Magic Guidance Question
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06-25-2021, 11:51 AM | #14 | |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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Now the spells are likely to be techniques so some of them will have reallly bad defaults. Others won’t. So spells with defaults up to -4 perhaps never get any technique points. Whereas a default of -29 will almost certainly get points spent. |
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06-26-2021, 12:44 PM | #15 |
Join Date: Mar 2008
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Re: Magic Guidance Question
I'd be tempted to allow the Taking Extra Time bonuses for casting while using the book as a reference. Can't do that in combat easily but allows non combat spells when you are not in a time crunch.
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06-27-2021, 06:39 AM | #16 |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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06-27-2021, 06:44 AM | #17 | ||
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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I probably don't mind some of the really powerful non-combat spells being ceremonial only. That wouldn't bother me. I may also have some magic items that improve the ability to use certain spells. A crystal ball for example might improve a spell where you are doing clairsentience. I haven't studied the spell list enough just yet as I am nailing down the big picture but absolutely I am not afraid to go back and revise. That is my point in a way. I am wanting the secrets of magic to be a treasure. |
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06-27-2021, 06:11 PM | #18 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Magic Guidance Question
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For example, in the Thundarr reality wizards are few and far between but all of them are rulers of their domains with many of them building magitech war machines on par (or even beyond) with anything TL9 could crank out.
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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. |
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06-28-2021, 05:23 AM | #19 | |
Join Date: May 2021
Location: Eastern Kentucky
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Re: Magic Guidance Question
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So one of my campaign duties early on is to decide how many people in a given population will have magery 0, 1, 2, 3, 4. I guess it depends on how far you go with "powerful" magic but I feel with GURPS a wizard can't dominate the game as easily as other systems. |
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06-28-2021, 08:17 AM | #20 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Magic Guidance Question
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For example, the first episode, "Secret of the Black Pearl" the wizard Gemini uses robots and in the final showdown animates the Statue of Liberty and gives it a insanely powerful Flame Jet. Either the wizards in that setting have huge amounts of fatigue or the world has Unlimited Mana/Wild Mana/Raw Magic as this would require 81 energy to cast Animate (3 base x 3 for being metal and x 9 for being 151' tall) and 41 to maintain each minute and that is not counting the insanely powerful Flame Jet that its torch generated. The only way Thundarr beat Gemini was to throw the Pearl at the statue. Given how it works I would say it was akin to a Mana Vortex.
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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. |
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