04-10-2014, 10:20 AM | #21 | |
Join Date: Nov 2011
Location: South Dakota, USA
|
Re: Quick Fix For Traditional Magic System
Quote:
Populations do indeed have the traits that the setting indicates they have... however if you're not keeping track for them at all while you are for the PCs? I've always used the rule "The GM is always right... when he's playing by himself". The GM can set up a game where every Magery 3 with IQ 14 is the societal norm and if you don't know at least a dozen spells you're viewed as a burden to society. If he doesn't recognize this by either counting the cost and adjusting how the game world works accordingly, whether that means giving the players all that in addition to their regular starting point totals or making the fact they do have to pay for all of that plus anything else they want a part of the "adventure"... don't think that works. If you start handing out expensive Advantages to supposedly "average" PCs like they were Pez, that doesn't work. There are plenty of times when you can get away with assigning an NPC the traits the story calls for: no one is expected to stat up the entire population of a setting (unless perhaps something about the campaign makes said population incredibly small). Player's have a right to cry "foul" if you just so happen to regularly assign high point value features to characters that aren't supposed to be exceptional, however.
__________________
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! :) |
|
04-10-2014, 10:41 AM | #22 | |
Join Date: Aug 2007
|
Re: Quick Fix For Traditional Magic System
Quote:
So unless you have somebody who really wants to use a lot of Missile Spells well what you'll see is no one buying One College Magery above level 0 and making up the difference with higher IQs than the traditional 14/3. Perhaps 17/0 instead. It would wind up being little more expensive nut not even that much if you let PCs sell down Per and Will at character creation. It would actually take a specific GM ruling to make this illegal. So this variant wouldn't really have consequences that I thought desirable and you need to decide if it would do what you want it to.
__________________
Fred Brackin |
|
04-10-2014, 10:47 AM | #23 | |
Join Date: Sep 2004
|
Re: Quick Fix For Traditional Magic System
Quote:
What is currently considered impossible though currently within the MCU are various psionic abilities such as Telepathy, ESP, and Astral Projection. Such powers are both largely considered to be impossible as is the power source by Shield. In such a campaign world playing a character such as the presumed Clairvoiant. A being seemingly have access to the precognition/oracle advantage would require an usual background because no one who deals in super powers believes its a power that is possible and the agency detailed with confronting/dealing with people with powers have no idea of even trying to protect themselves from Precogs/Remote Viewing abilities that are Alien/Super Science based. |
|
04-10-2014, 11:01 AM | #24 | |
Join Date: Jul 2008
|
Re: Quick Fix For Traditional Magic System
Quote:
It's certainly true that if the PCs are supposed to be exceptional (usually though not always the case) there ought to be less-impressive NPCs around to validate that. But that is about what they can do, not how many points they're worth. And having to buy lots of stuff to get up to 'normal'...is perfectly fine. If your baseline is Transhuman Space Eloi and you want PCs to be extraordinary Eloi, they're going to need a lot of points. Pyramid 3-62 suggests 225-575, and I'd stay clear from the low end of that because I'd expect the 'normal' Eloi to be both well-educated and augmented as befits people who can afford the best. A sizable chunk of points will go into bringing your character up to 'normal' for their society. So what? It's a problem if the GM sets the wrong point level for building PCs. But that's the GM doing something dome, not a logical consequence of high-power or high-cost baselines. All that said, I'm not coming up with many situations where it makes a lot of sense for a trait to require a UB but also be held by many 'ordinary' NPCs. Maybe if the PCs are supposed to be from the low side of a split society where the particularly valuable trait is what primarily differentiates the haves and have-nots.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
04-10-2014, 11:03 AM | #25 |
Join Date: Jul 2008
|
Re: Quick Fix For Traditional Magic System
Magery above zero is a prerequisite for quite a lot of spells.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
04-10-2014, 11:06 AM | #26 |
Join Date: Aug 2007
|
Re: Quick Fix For Traditional Magic System
It'd be rapidly diminishing return and irregular between Colleges.
__________________
Fred Brackin |
04-10-2014, 11:13 AM | #27 |
Join Date: Jul 2008
|
Re: Quick Fix For Traditional Magic System
True, but between paying a lot and being shut out of most spells, well...there are points on both sides, even if the points are mostly how bad the alternative is.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
04-10-2014, 12:25 PM | #28 | |
Join Date: Nov 2011
Location: South Dakota, USA
|
Re: Quick Fix For Traditional Magic System
Quote:
...but now its not a quick fix, is it?
__________________
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; 04-10-2014 at 12:32 PM. |
|
04-10-2014, 12:28 PM | #29 | |
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: Quick Fix For Traditional Magic System
Quote:
|
|
04-10-2014, 12:30 PM | #30 |
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: Quick Fix For Traditional Magic System
Every game I've ever played in has had a disadvantage limit, and no other specific ruling has ever been needed to prevent PCs from buying down Will and Per--IME, players will almost always take another disadvantage rather than lower an attribute or secondary characteristic.
|
Tags |
alternate magery, magery, optional rules |
|
|