03-07-2016, 01:53 PM | #11 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Revising GURPS Magic
That is not metagaming. Rather, the characters who live in the world understand magic to such an extent that they know that that's the most efficient and safest order in which to cast a series of spells.
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03-07-2016, 02:07 PM | #12 |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
While this is true, it also drags the game down - which I want to avoid.
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03-07-2016, 02:13 PM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revising GURPS Magic
Honestly, the easiest option is to just toss fatigue cost reduction for skill completely, and if there's spells that you really want people to be able to maintain for long periods (e.g. Night Vision) bump their duration from Minute to Hour.
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03-07-2016, 03:39 PM | #14 |
Join Date: Feb 2010
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Re: Revising GURPS Magic
That probably makes sense for 500 point characters, but a 100 point mage gets his one main combat spell to 15 so he can do 1 die attacks for free even after he has cast two spells and burned through his fatigue. Without this mechanic 100 point wizards would be using crossbows, at that point what's the fun in being a wizard?
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03-07-2016, 03:52 PM | #15 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revising GURPS Magic
Quote:
Last edited by Anthony; 03-07-2016 at 03:58 PM. |
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03-07-2016, 04:46 PM | #16 |
Join Date: Apr 2005
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Re: Revising GURPS Magic
GURPS Mysteries has some comments on 4th Ed. Magic. There are implications of concepts like magic having signatures, and traces that you can track, but no real guidelines on how it works. This has a number of implications for how mystery solving works in the setting. Would be nice to see some of those resolved.
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03-07-2016, 07:16 PM | #17 | |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: Revising GURPS Magic
Quote:
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03-07-2016, 09:32 PM | #18 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Revising GURPS Magic
That'd be my preference too. I like character-choice based casting.
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03-08-2016, 06:10 AM | #19 | ||
Join Date: Aug 2009
Location: Poland
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Re: Revising GURPS Magic
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To be honest, the "revising Magic" theme makes me weary. We all tweak the whole system in many ways, but spells seem to be the only thing that gets mostly "fixes" and not "our takes". And frankly, all those fixes are based on personal preference. Magic could use some errata with it's frivolous use of the word "permanent", but "this breaks the game if coupled with Magery 20" isn't really a system issue, just like a huge corrosive aura on 200 points wouldn't indicate a problem with Innate Attack advantage, but with what's allowed in the campaign. So maybe we should stop fixing Magic and start just using it like we use Powers? Phew. With that rant out of the system, back to topic. Has anyone tried using the Time spent rules from Campaigns for magic? Adding yet another pattern, beside those rules and Power Blow, seems like over-complicating things.
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03-08-2016, 07:50 AM | #20 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Revising GURPS Magic
There's a variant on it in Worminghall: You can't spend extra time on the spell roll, but you can get a bonus to effective skill in any spell with Symbol Drawing, and you can take extra time on Symbol Drawing, going from one second for a quick squiggle to 30 seconds for an elaborate diagram. That can give you a fair bonus to every spell as a payoff for good lab technique. I tried it out in a campaign about apprentice mages in their first year at university, and it seemed to work pretty well.
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