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Old 04-12-2021, 02:36 PM   #11
kirbwarrior
 
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Default Re: [Basic] Advantage of the Week: Magery

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Originally Posted by RogerBW View Post
A concept which I think John introduced me to which is still important in 4e is the "Mage Number": IQ + Magery - 2, or "the skill level I will get by spending one point in a normal spell". Given that anyone with more than trivial core-rules magic will have lots of spells, it's important to keep that number in mind when designing the character.
I do something very similar but IQM-3 because some spells seem to randomly decide to be VH. If IQM-3 is 15, that also means hard spells get to be 16 and thus very likely to succeed.

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Originally Posted by ericthered View Post
IQ 14 is rather high, and I think as time has gone on it has become more acceptable to change the magery limit. DF changes the limit from 3 to 6, and I think a fair number of games follow suit. A mage with a bunch of spells often feels less problematic to a game than a mage who can learn any IQ-based skill on a whim.
I've largely dropped talent caps and that applies to Magery, too. There's a soft limit of 10, but more accurately I just generally don't want players to take attribute + talent above 20. So far it hasn't had any meaningful impact on how good mages are.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 04-12-2021, 07:14 PM   #12
Anaraxes
 
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Default Re: [Basic] Advantage of the Week: Magery

Uncapped Magery is particularly useful for concepts that don't call for the mage to be a old, learned loremaster (along the lines of Gandalf and D&D wizards). Magery's cheaper than IQ, so if the concept is just "magically powerful", but not "brainiac", then Magery's a cheaper way to get to high skill, so the builds aren't quite so compelled to toe the IQ 14 + Magery 3 - 2 line.
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Old 04-12-2021, 08:21 PM   #13
kirbwarrior
 
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Default Re: [Basic] Advantage of the Week: Magery

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Originally Posted by Anaraxes View Post
Uncapped Magery is particularly useful for concepts that don't call for the mage to be a old, learned loremaster (along the lines of Gandalf and D&D wizards). Magery's cheaper than IQ, so if the concept is just "magically powerful", but not "brainiac", then Magery's a cheaper way to get to high skill, so the builds aren't quite so compelled to toe the IQ 14 + Magery 3 - 2 line.
It's also why I like allowing for DX-based wizards. And HT-based ones with a UB (I think I use 30? HT-based wizards don't take magery and things that care about magery are dealt with differently).
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Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.

Last edited by kirbwarrior; 04-12-2021 at 08:22 PM. Reason: I realized the beginning part was just repeating what I quoted
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Old 04-12-2021, 08:49 PM   #14
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Default Re: [Basic] Advantage of the Week: Magery

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Originally Posted by kirbwarrior View Post
I. If IQM-3 is 15, that also means hard spells get to be 16 and thus very likely to succeed.

.
It's not so much a raw success thing as a crit thing. Going from 15 to 16 doubles your number of critical successes and reduces your crit fails by 4x.
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Old 04-12-2021, 09:57 PM   #15
kirbwarrior
 
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Default Re: [Basic] Advantage of the Week: Magery

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Originally Posted by Fred Brackin View Post
It's not so much a raw success thing as a crit thing. Going from 15 to 16 doubles your number of critical successes and reduces your crit fails by 4x.
Woops, I meant to talk about criticals. Yes, absolutely this. And considering that TDMs don't apply to Magic, getting there with base skill is super important.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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