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#11 | |
Join Date: Aug 2007
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Fred Brackin |
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#12 |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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If you mean the term I agree but like Ritual Magic there are key differences between Classic (3e) and 4e enough they are nearly in the 'in name only' category.
"Spirit magic is not mana-dependent, since it uses spiritual forces that exist wherever human souls can." - GURPS Voodoo This changed when GURPS Spirits was written.
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#13 |
Join Date: Aug 2007
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That is what I meant. It affected your description of Celtic Myth having a "revision" of Wild Mana. CM didn't alter anything that came befoe with that name.
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Fred Brackin |
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#14 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Celtic Myth's Wild Mana is an interesting variant as you cast spells fast and cheap. 4e's Wild Mana doesn't speed up spell casting on its own.
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#15 | |
Join Date: Jun 2013
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We now return you to your regularly scheduled discussion on mana.
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GURPS Overhaul |
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#16 | |
Join Date: Aug 2018
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The outcome of the roll determines the final amount of energy spent, which is 0 if the success was critical and 1 if it's a normal failure, so you're only out the full cost if it's a normal success or a critical failure (cept info spells) Any energy you can't spend from FP can come from Burning HP Burning HP never kills you - if it takes you to a negative multiple, you make the HT roll and if the HT fails (you would die) it creates a retroactive "you do not spend the HP" outcome so you don't end up dead. Even without all this we also have situations like Wild Mana where normal successes are crit successes which also creates this issue. Maybe we should have something akin to Magery and Effect on AE spells? |
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#17 | |
Join Date: Jan 2008
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#18 |
Join Date: Aug 2004
Location: Wellington, NZ
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No, that's also a rule in the standard magic system. Also, were I the GM I'd ignore the rule that critical failures shouldn't kill the caster outright and rule that in the event of a critical failure you take the hit point damage you chose, regardless of death checks, etc.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#19 | |
Join Date: Feb 2008
Location: The Athens of America
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If I felt the need to put the GM hat on again I would likely (at most) let a caster burn HP to a max of x1 -HP, no more.
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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#20 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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All subsequent printings of the Basic Set Third Edition had the correct definition for Very High Mana. In 4e this old version of Very High Mana is Wild Mana Classic: Celtic Myth had its own version of Wild mana which allowed one to "cast any spell in only one second, and using only 1 energy point, whatever the normal point cost for that spell." (pg 80)
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Tags |
critical success, missile spells, very high mana |
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