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Old 04-10-2014, 12:37 PM   #31
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Quick Fix For Traditional Magic System

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Originally Posted by Gnome View Post
I'm not disagreeing, but that's just not what Supers 29 says. It specifically uses the proportion of the population that has powers as measure for the level of UB required to have superpowers. It seems to leave open the possibility that every PC buys UB [50], for example.
Hmm. I was going to say that if every PC is going to have it (rather than not having it being an option that gives Super Normals a leg up to compensate for their lack of Outside Context Problem capabilities), it's equivalent to disregarding the UB and dropping point total.

But that isn't actually true, because points spent on UB counting toward your point total scales your Allies up.
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Old 04-10-2014, 12:38 PM   #32
Otaku
 
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Default Re: Quick Fix For Traditional Magic System

For the sake of having already used up so much time on the matter, trying to see if there is a "simple" tweak may not be worth the effort, so here goes.

I was leaning towards increasing the discount given by the One College limitation, or even going further and breaking things down into "sub-Colleges" to buy piece by piece. This pretty much guarantees the default One College Only limitation isn't going to work out, because most mages would just now focus on IQ (while buying down Will or Perception, if need be).

A marginally increased discount (say One College Only being worth -50%, or 5 points per level) probably wouldn't be significant enough most of the time (+2 for Spells or +1 for all IQ based Skills), but especially if we break things down into sub-colleges (a little more effort than I desired, but still comparable to the old Psionic rules I drew inspiration from, and once its done its done)... 3 CP per level now turns it into a specialized +3 versus a general +1... that might make it a worthwhile option.
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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! :)
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Old 04-10-2014, 12:50 PM   #33
Gnome
 
Join Date: Feb 2011
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Default Re: Quick Fix For Traditional Magic System

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Originally Posted by Otaku View Post
For the sake of having already used up so much time on the matter, trying to see if there is a "simple" tweak may not be worth the effort, so here goes.

I was leaning towards increasing the discount given by the One College limitation, or even going further and breaking things down into "sub-Colleges" to buy piece by piece. This pretty much guarantees the default One College Only limitation isn't going to work out, because most mages would just now focus on IQ (while buying down Will or Perception, if need be).

A marginally increased discount (say One College Only being worth -50%, or 5 points per level) probably wouldn't be significant enough most of the time (+2 for Spells or +1 for all IQ based Skills), but especially if we break things down into sub-colleges (a little more effort than I desired, but still comparable to the old Psionic rules I drew inspiration from, and once its done its done)... 3 CP per level now turns it into a specialized +3 versus a general +1... that might make it a worthwhile option.
I'm no longer sure what problem you're trying to solve here. Do you want to force mages to specialize? Why not use Magical Styles (essentially restricted spell lists for mages)? My worry is that if you discount One College Magery you'll end up with some really powerful specialists...
Or are you trying to make universal Magery more expensive? Why not simply make it 15 points per level instead of 10? It will still cost less than IQ, generalist mages will still want to buy it, but they won't have the points to buy as many levels as they can at the current 10-point cost.

I wouldn't worry about PCs buying down Will and Per. That's what the disadvantage limit is for.
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Old 04-10-2014, 01:24 PM   #34
Otaku
 
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Default Re: Quick Fix For Traditional Magic System

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Originally Posted by Gnome View Post
I'm no longer sure what problem you're trying to solve here.
And I accept the blame for my poor job of communicating.

First and foremost, I was wondering if this home brew suggestion (or something similar) had actually been suggested elsewhere, and if there was data on how it turned out.

Second, as someone lacking the 4e books that contain many of the established optional rules, I was looking for something relatively quick and easy to plug into what I did have. I have no pending campaign for which to ready this rule, so there is no rush. I put it forth in another thread where someone was indeed trying to "mostly" use the traditional Magic system but with additional relationships between colleges that meant a full-on Mage was either rare or non-existent (I don't recall which).

Third, the idea is to create what I would describe as balanced options. I consider Magery to be dramatically under priced. I do enjoy the freedom and customization GURPS allow, so while I also would assume not every Spell listed in Magic is readily available to PCs (and would restrain myself from indulging NPCs that didn't warrant greater arcane knowledge), I prefer intrinsic restrictions. I want the specialist balanced out against the generalist, and I want both balanced against any other elements I might have in a particular setting.

Also, thanks for reminding me about the Disadvantage Limit; so that means it is only the general value of IQ that really matters; if I do not balance things out correctly, I could still make it far more cost effective to have barely any Magery at all but a phenomenal IQ than to have any other combination of Magery.
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Old 04-10-2014, 02:11 PM   #35
Randover
 
Join Date: Feb 2008
Default Re: Quick Fix For Traditional Magic System

Sorry for getting into your dabate late and without properly reading all the comments. Lately I find myself need for more social mages. Meaning that insead of raising cost of Magery and or Unusual background I but required social advatages for mages. Namely: Wealth, Patron (Mage's Guild), and in cases when they travel in places without anti-magic means Unusual Background. That way they don't have that much points to munchkin with and I have plausible connection to rest of gameworld. Connection mage to the rest is greatly important to me.
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