04-01-2023, 05:07 AM | #1 |
Join Date: Dec 2007
Location: Shropshire, uk
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Hybrid magic
Something I read on the 'reputation for complexity' thread got me thinking, has anybody tried changing the default magic system so that rather than every spell being its own skill the spells are techniques of a single college skill in the same way as they are in book/path magic?
Would the gameplay effects be significantly different? Would it appeal as an alternative to the current set up? Last edited by Frost; 04-01-2023 at 05:23 AM. |
04-01-2023, 05:51 AM | #2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Hybrid magic
That exists in print. It's "Ritual Magic", on pp. 200-201 of Magic. It was used in a campaign I ran a few years ago. It works OK, although it creates strong pressure for very high IQ+Magery, so that the defaulted spells are at practical levels.
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04-01-2023, 07:08 AM | #3 |
Join Date: Aug 2007
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Re: Hybrid magic
"Strong pressure" might be British understatement for "needs a rules fix". The usual one is to limit Defaults. If you don't do this you end up with an "ideal build" that maximizes IQ and the base Ritual Magic Skill (which could be Thaumatology) while never putting points into College Skills or individual Spells.
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Fred Brackin |
04-01-2023, 08:59 AM | #4 | |
Join Date: Jun 2013
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Re: Hybrid magic
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That system does still have strong incentive to ramp up IQ, as even a single-Path mage needs both Thaumatology and their chosen Path... plus unless you're dedicated to Path of Magic, you're probably going to want to be skilled in it as well (for Conditionals, although I think there's a Perk that lets you substitute a different Path there). But it's really hard to get away from that reliance when you're dealing with magic...
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GURPS Overhaul |
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04-01-2023, 10:57 AM | #5 |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: Hybrid magic
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04-01-2023, 11:03 AM | #6 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Hybrid magic
It's a fair bit of work, but since the default chains are arbitrary, you can have a more satisfactory ritual magic game by analyzing all the spells and setting appropriate default values for them. There's no good reason why casting Great Haste from default should be easy (default penalty -1) but Breath Steam is nearly impossible (default penalty -14).
I've got a spreadsheet of proposed, reasonable default values here: https://docs.google.com/spreadsheets...gid=1245468497. If you want to revise default values for your own game, I suggest starting with it and adjusting to your own taste.
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04-01-2023, 11:07 AM | #7 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: Hybrid magic
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04-01-2023, 12:02 PM | #8 | |
Join Date: Aug 2007
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Re: Hybrid magic
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Slightly more seriously, if anyone wonders the major problem with prerequisite count IMHO is that it takes what was originally a minor limitation on the learning of Spells and turns it into a major limitation on the casting of Spells. It also does this while retaining the original limiting factor of energy cost to cast Spells. That's double-dipping on difficulty and just having to keep up with prerequisite count every time you cast is a non-trivial nuisance. If you bought your prerequisites the way you did in original Magic you only had to track them once.
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Fred Brackin |
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04-01-2023, 07:34 PM | #9 | ||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Hybrid magic
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04-01-2023, 07:49 PM | #10 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Hybrid magic
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Converting GURPS Magic Spells: When converting a spell from GURPS Magic, ignore prerequisites and assign -0 to -2 skill with a further -1 per level of required Magery.
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magic, ritual magic |
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