04-14-2022, 11:56 AM | #11 | |
Join Date: Mar 2016
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Re: [DF] Dragonlance
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04-14-2022, 01:05 PM | #12 | ||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: [DF] Dragonlance
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That section is followed by Formulaic magic. Also the wiki has the following references * GURPS Fantasy 160 * GURPS Magic Items 3 pg 24 * GURPS Fantasy pg 162-3 * GURPS Fantasy pg 147 So it did shuffle things around a bit but it was likely to make them flow a little better. Quote:
I say mana based magic because "Unified Metaphysical Theories / Magical Psi" (GURPS Powers pg 181) states "In some settings, “magic” and “psi” both tap the same energies, in one case by study and formal disciplines, in the other by raw talent and willpower." The Fanmade Five Earths, All in a Row setting mixes this idea with Roma Arcana's idea that spirits rather than some energy power magic. This is how Fantasy Earth has magic and spells even though it is No Mana. GURPS is not just a toolbox but a lego set.
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04-14-2022, 01:07 PM | #13 |
Join Date: Nov 2008
Location: Rome, Italy
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Re: [DF] Dragonlance
All the aspects are easily emulable, BUT I would suggest to trim down the many allignment-based rules: Dragonlance magic was a headache because appartently in the '80 it was perfectly sound to constantly track a complex three Moon phase calendar on top of the nonsensical 2Ed rules... Only to have Black robes incapable of throwing a fireball.
Same goes for Knight of Solamnia: 3 different classes for the same character archetype.. And for what I remember the Knight of the Rose was basically OP. ...also somebody said kender?
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04-14-2022, 01:39 PM | #14 | |
Join Date: Mar 2016
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Re: [DF] Dragonlance
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04-14-2022, 01:42 PM | #15 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: [DF] Dragonlance
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As the Gamespy article "Magic & Memories: The Complete History of Dungeons & Dragons - Part III" relates D&D during 2Ed became highly Balkanized with settings like Forgotten Realms and Planescape having every widening and incompatible rule systems. The Complete (insert name of class here) Handbooks just aggravated the problem. Regarding the kender that showed up in Dragon #101; love the expression on the magic-users' face — classic "I should have stayed in bed" look.
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04-14-2022, 02:50 PM | #16 | |
Join Date: Aug 2007
Location: Denver, CO
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Re: [DF] Dragonlance
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GURPS spell economy is based on middle-classed wizards having steady work. That's just not the world setting. I don't think it's a reflection of the spells. |
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04-14-2022, 02:56 PM | #17 | |
Join Date: Aug 2007
Location: Denver, CO
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Re: [DF] Dragonlance
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The thing I really wanted to emulate for alignment-based rules in wizards, though, was that black-robes rise to power faster while white gained more power in the long run. |
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04-14-2022, 04:00 PM | #18 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [DF] Dragonlance
That can be emulated by the black-robes having a higher odds of death by adventurer.
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04-14-2022, 04:03 PM | #19 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: [DF] Dragonlance
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GURPS uses "High Fantasy" to describe rare magic settings. What magic exists is focused in a handful of items or people or limited to deities. For example, Greek Mythology would be "High Fantasy" as spell casting by even demigods is next to nil. What magic does exist is the product of the gods or potions. Actual spell casting is effectively absent. Low fantasy by contrast is the setting where magic is common and a part of everyday life. Merlin-1 is a Low fantasy setting.
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04-14-2022, 06:12 PM | #20 | |
Join Date: Mar 2016
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Re: [DF] Dragonlance
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dragonlance, dungeon fantasy |
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