03-08-2016, 01:50 PM | #31 |
Join Date: Feb 2008
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Re: Revising GURPS Magic
If I may add something for the discussion at hand...
I would realy like if many things were simplified and more like Skills. I know it is not hard math but it would be realy great if values like 12, 14, 16 ment something. I hope I am not alone magic is complex on its own. Lets keep only the very basics.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
03-08-2016, 01:52 PM | #32 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revising GURPS Magic
Average pricing of buff spells is on the order of 1 fp/10 cp; even if we give a discount for magic, it should cost more than 4 cp for -1 fp.
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03-08-2016, 02:14 PM | #34 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revising GURPS Magic
A 'buff spell' is a regular spell that can be cast on yourself or an ally to make them more powerful. Checking magic, the ratios are actually super-erratic; normalizing buff spells to a specific ratio might be helpful (for example, Invisibility grants you about an 80p advantage for 5/3); if some of the more ridiculous buffs were toned down I could see a -1 cost for +1 skill.
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03-08-2016, 02:22 PM | #36 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Revising GURPS Magic
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03-08-2016, 02:36 PM | #37 | |
Join Date: Aug 2007
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Re: Revising GURPS Magic
Quote:
At best you are reducing a mages number of spells by a factor of 4. What you should do after that is totally revise the spell list to make the average utility of spells 4x greater.
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Fred Brackin |
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03-08-2016, 02:59 PM | #38 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Revising GURPS Magic
Quote:
However, if a magician makes a habit of attempting say, 10 castings at skill 5 every day, he'll have a 38% chance of at least one critical failure each of those day. If a PC persisted in doing that in my game, I'd get bored, assume he had a deathwish, and grant it. |
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03-08-2016, 04:12 PM | #39 |
Join Date: Dec 2007
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Re: Revising GURPS Magic
You can go through a lot of crits without getting anything potentially fatal. In my experience though, players were irrationally fearful of crits. With some reason since the GM can do anything to a crit failing magician.
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03-08-2016, 08:36 PM | #40 | |
Join Date: Aug 2004
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Re: Revising GURPS Magic
Quote:
Yes, this approach makes mages with a lot of spells more expensive. But then, I've seen plenty of arguments that Magic is underpriced compared to Powers — largely due to this very reason: mages get a huge price break due to gaining much effectiveness from contributing only a single point to each spell. So from that perspective, the higher expense of being a mage under this tweak is a feature. |
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