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08-17-2015, 11:15 AM | #1 |
Join Date: Aug 2015
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Converting "Problematic" Spells to Powers
Hey, all. Long-time lurker here, made an account so I could ask for some advice.
I'm trying to convert some spells from GURPS: Magic to use within the Sorcery framework (Magic as Powers). It's fairly straightforward for most spells, but I'm having difficulty with others. I'm trying to keep relative point costs and effects as consistent as possible. Healing - buying it as the Healing advantage is very expensive compared to it's cost in Magic. Flash - how do I model the "absolute" -3 to DX? IIRC, "unresistable" Afflictions are not allowed by RAW. Recover Energy - buying a similar level of Regeneration (Fatigue Only) is far too expensive. Is there any other way? Missile Shield - it makes the subject immune to most missile attacks (Physical, Ranged), and it's a passive effect, so Enhanced Defenses wouldn't be appropriate. Suspend Time and Time Out - I have no idea where to begin. Thanks in advance! |
08-17-2015, 11:39 AM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Converting "Problematic" Spells to Powers
Healing: Your choice of Healing advantage or Afflicting Regeneration, depending on whether you prefer instant heals or heals over time. Either way, there's no cheap way to do it.
Flash: Multiple Afflictions, some of which have enough levels to bring effective HT below 3. In other words, stupidly expensive. Recover Energy: Yep, another spell that becomes expensive when turned into a power. Missile Shield: Forcefield DR matching the most powerful projectile you want it to stop. And no, it's not cheap. Time: Control Time 10 would allow you to stop time (assuming it follows the same %change as Control Gravity). |
08-17-2015, 12:52 PM | #3 |
Join Date: Nov 2009
Location: Albuquerque
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Re: Converting "Problematic" Spells to Powers
Magic as-is in GURPS is a code word for "point-crock." There is almost no way in GURPS to model spells in GURPS: Magic using Powers inexpensively. A few you might get away with, but for the vast majority of it, it is unlikely that anything you convert is going to be "comparable."
To be perfectly blunt, I would do away with the idea of converting the GURPS Magic spells into powers, and either develop your own system that works ala Thaumatology, or just use Powers straight up. (I am a HUGE powers fan... best book ever) ---- Edit: Though for healing I DID create a "healing" damage type, you could purchase Innate Attack with it and use all of the fancy and fun damage enhancements with it. Seemed far more appropriate. (And yes, armor did protect against it.) Last edited by Desthro; 08-17-2015 at 12:57 PM. |
08-17-2015, 01:04 PM | #4 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Converting "Problematic" Spells to Powers
What did you price it at?
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08-17-2015, 03:23 PM | #5 |
Join Date: Nov 2009
Location: Albuquerque
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Re: Converting "Problematic" Spells to Powers
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08-18-2015, 01:45 AM | #6 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Converting "Problematic" Spells to Powers
There should be no cheap way to do it. GURPS Magic is wrong here. As in so many other case.
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08-17-2015, 01:53 PM | #7 | |
Join Date: Dec 2012
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Re: Converting "Problematic" Spells to Powers
Quote:
For the Missile Shield and Time Stop spells, Sorcery has them in the Grimoire section. |
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08-17-2015, 02:42 PM | #8 | |||
Join Date: Aug 2015
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Re: Converting "Problematic" Spells to Powers
Quote:
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But why not just use Fit [5] to achieve the same rate of FP recovery, and get the HT bonus? Am I forgetting something here? |
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08-17-2015, 02:47 PM | #9 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Converting "Problematic" Spells to Powers
Fit explicitly doesn't apply to energy cost of exotic abilities.
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08-17-2015, 03:00 PM | #10 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Converting "Problematic" Spells to Powers
Cosmic for +50% would cover that change. Someone already proposed such a build in this thread.
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