03-08-2016, 10:00 AM | #21 | |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Revising GURPS Magic
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1 - "Float" Mana reduction to base IQ, don't let Magery influence it at all. In other words it's not how well they can cast the spell when all those other modifiers are flying, but how well they've learned the ins-and-outs and figured out the most efficient ways to cast. 2 - "Float" Mana reduction to 10 (or more likely 15). The 'Magical Rituals' chart will need to get shifted a bit, but this places Mana Reduction on pure skill and skill alone, not natural Talent or raw stat, but EXP. |
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03-08-2016, 10:13 AM | #22 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Revising GURPS Magic
Now that I think about it, there are websites with Krommnotes: explanations of how GURPS 3e magic worked in his house campaign. While his approach to GURPS is not always the same as mine, he had access to some of the things which the authors of GURPS 3e magic took for granted but never spelled out clearly.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 03-08-2016 at 10:17 AM. |
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03-08-2016, 10:25 AM | #23 | |
Join Date: Aug 2009
Location: Poland
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Re: Revising GURPS Magic
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03-08-2016, 10:36 AM | #24 |
Join Date: Aug 2004
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Re: Revising GURPS Magic
I'd be more conservative with my tweaks:
Casting Spells Overall, unchanged. Critical Spell Failure Table Unchanged, but see Thaumatology for alternate tables. Distraction and Injury Unchanged. Caster and Subject Unchanged. Time Required Energy Cost Magic Rituals Keep the Magic Rituals rules exactly as they are, except that instead of skill level thresholds you use point investments. e.g.: 1 point in a spell: same rituals, cost, and time as listed for skill 9 or less.Limits on Effect Unchanged. I have thoughts about implementing a Sorcery Level setting variable similar to Tech Level, and my thoughts include tweaking Limits on Effect to account for SL; but that's a separate topic. Duration of Spells and Maintaining Spells Again, keep the rules as is — except that the maintenance cost can never be reduced below 1. Further reductions are instead converted into increased durations: that is, you don't have to pay the maintenance cost as often. Say, once the maintenance cost reaches one point, further reductions increase the Duration by +100% instead. Casting Spells While Maintaining Other Spells Unchanged. |
03-08-2016, 10:42 AM | #25 | |
Join Date: Nov 2012
Location: Australia WA
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Re: Revising GURPS Magic
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03-08-2016, 11:05 AM | #26 |
Join Date: Aug 2004
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Re: Revising GURPS Magic
OTOH, the only way to get the time, cost, and ritual benefits is to dump points directly into the spells themselves; you don't get any of these benefits from IQ or Magery.
For comparison: under the current system, you can dump 50 points into Magery to get one step of these benefits. It's reasonably cost-effective because you get other benefits (at the very least +5 to your effective spellcasting level, but also raising the Limits of Effect if Magery) and the points spent end up bolstering all of your spells — which, given the sheer size of the spell list, can be an impressive cost savings from just that alone. If you have to purchase the benefits on a spell-by-spell basis, 4 points per step is arguably too expensive: if you have 13 spells, you're still paying more for less — you get the step up, but only +1 to the spellcasting level. But I can't justify taking it any cheaper than that. Last edited by dataweaver; 03-08-2016 at 11:58 AM. |
03-08-2016, 01:02 PM | #27 | |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Revising GURPS Magic
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03-08-2016, 01:05 PM | #28 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revising GURPS Magic
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03-08-2016, 01:23 PM | #29 | ||
Join Date: Aug 2004
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Re: Revising GURPS Magic
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Also, I like the simplicity of the way I have it — though in the interest of making VH spells feel VH, I could see replacing the point investment with the relative skill level:
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03-08-2016, 01:48 PM | #30 |
Join Date: Dec 2007
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Re: Revising GURPS Magic
Not given that you'd taking away all bonuses for IQ and Magery. Me, I'd go with a skill penalty for "Look Ma No Hands!" and ""Speak No Evil" that adds up to 10 if you cast without moving or speaking, but I would let people cast with less energy if they have more than one point in the skill.
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