Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 09-14-2015, 03:32 PM   #15
Lia Valenth
 
Join Date: Feb 2012
Location: America
Default Re: [Sorcery] Handling Specialists

Quote:
Originally Posted by weby View Post
...Well, that might be your problem then. The primary purpose of sorcery is to have a base ability that you then buy other things from as alternate abilities. Basically the rules try to hide the complexity of alternate abilities...
I also disagree here. I thought the point was pretty much to use Sorcery as a form of UB that allows access to spells that count as AA without requiring all the thematic linking AAs normally require.

IMO, if you do not need Sorcery to gain access to other spells and can just use spells as AAs of each other, there would be almost no point in taking the Sorcery advantage. Yes, it is a campaign switch, but it is an assumed campaign switch if you are using Sorcery. Assuming that campaign switch is active, spells must be AA of Sorcery as the primary, college-limited sorcery does have a problem.
__________________
The person who says it cannot be done should not interrupt the person doing it.
Lia Valenth is offline   Reply With Quote
 

Tags
sorcery

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:03 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.