04-08-2014, 10:47 PM | #1 |
Join Date: Nov 2011
Location: South Dakota, USA
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Quick Fix For Traditional Magic System
I am one of those players that believes the traditional GURPS Magic System has some issues; specifically I just find the "Spells as Skills" model problematic when you try to have it live up to the "Generic Universal" part of the system; unless the setting is so anti-magic to make it overpriced, its probably going to be drastically under-priced compared to (for example) a similar capacity provided via being a Super.
A quick fix I was contemplating for those that want to largely preserve the traditional Magic system was requiring the Magery always be purchased as One College Only, but it isn't exclusive; if you invest the points you can effectively get a full level of "universal" Magery, it will just cost a lot more. I was debating breaking things further down into sub-colleges (for a bigger discount) or just lowering the cost of Single College Magery alongside this rule, so that steady growth is pretty attainable. Something I recently realized was that I find it too easy to get into the strange position where I expect more of a Mage than I should given his/her/its point total; like how even at 100 or 150 points its too easy to fixate on Magery 3 and trying to somehow have a dozen low cost, useful Spells. I won't be able to test this for quite some time and it seems awfully familiar. Has anyone else done this? Am I badly remembering an alternate rule? Is it just so obvious that the only reason I don't know where it is from is because of how little I've read of 4e? I know when I first began contemplating it, I was inspired by the alternate rules for Psionics in 3e.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 04-08-2014 at 10:52 PM. |
04-09-2014, 08:16 AM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Quick Fix For Traditional Magic System
RPM is much more flexible than Standard Magic. To fix "spells as skills" would likely require a full rewrite of most spells.
And the discount value for One College Only makes buying Magery 1 for all colleges insanely expensive for what you get. |
04-09-2014, 08:45 AM | #3 |
Join Date: Jul 2008
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Re: Quick Fix For Traditional Magic System
Spells, in the GURPS Magic system, are best viewed as technology. They're balanced with other powers the same way as Guns or other technological skills are. Which is to say not really except in that other people can use them too.
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04-09-2014, 10:34 AM | #4 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Quick Fix For Traditional Magic System
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Its a great way of looking at it, except for the part where you need magery 0 to use it and it tends to be less common rather than more.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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04-09-2014, 10:39 AM | #5 | |
Join Date: Jul 2008
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Re: Quick Fix For Traditional Magic System
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And really most technology requires particular traits to use, somewhat obscured by the most common requirements being included in the GURPS baseline.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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04-09-2014, 01:07 PM | #6 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Quick Fix For Traditional Magic System
I've found that spells-as-skills are no more problematic than mundane skills, provided that they're just as common in the world--and if they're not, Magery should come with Unusual Background. Think about the power you get from having Guns (Rifle) skill; it's easily comparable to any spell, even the deadliest. We don't think of it that way because we imagine that almost anyone could have a gun. But almost anyone can have a spell too, or if not, it's a rare magic setting where UB would be appropriate for mages.
As for limiting generalist mages, I'm whole-heartedly with you there, and I think forcing PCs to be practitioners of a style is one nice solution. Another is to require some kind of an entry fee into additional colleges. In a highly successful game of mine, each college had a required mundane skill associated with it. It made thematic sense (shouldn't a Body Control mage know something about physiology?) and it also encouraged specialization, which seems to be what you're after in restricting mages to One-College Magery. We had a lot of characters with Magery, but each one specialized in certain areas, and no one character could handle every situation on his own. (I also banned certain "problem" spells, namely Invisibility, Great Haste, Lockmaster, Seeker, and Delay). |
04-09-2014, 02:39 PM | #7 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Quick Fix For Traditional Magic System
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For spells like Fireball, Magery increases how quickly and how large you can build up a fireball, yes? Then there are all the spells that do not require an Innate Attack roll to use... oh and the fact that a rifle is a rifle, not a Variable Usage Tool. ;) So... shall I take that as "No, I don't like this idea and if it was suggested elsewhere, I don't know where."?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 04-09-2014 at 02:46 PM. |
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04-09-2014, 03:32 PM | #8 | |||||
Join Date: Jul 2008
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Re: Quick Fix For Traditional Magic System
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(Path/Book magic gives you rather more of a Variable Usage Tool, though.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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04-09-2014, 03:41 PM | #9 | |||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Quick Fix For Traditional Magic System
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Spells are a kind of skill for manipulating mana. Mana exists in many genres (there's the universal part), and the magic system supports many play styles (there's the generic part). Quote:
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04-09-2014, 04:56 PM | #10 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Quick Fix For Traditional Magic System
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indeed. In normal mana, mundanes can cast spells. I don't see that happening in many games though. Honestly, I often play with magery as a learnable advantage instead of using 'high' mana levels. That said, you can do a lot by having a firm idea of what you want in your world, what you don't, and enforcing a style. 'Only in basic' by default is a good call, and make them justify the other stuff. When you say 'here's the book, just build something' you get into trouble. But thats true of Ultra Tech as well, and even of powers if the GM isn't paying attention.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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alternate magery, magery, optional rules |
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