03-08-2016, 09:48 PM | #41 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revising GURPS Magic
Nah. Part of the problem is that powers are in general overpriced, and thus anything that balances magic compared to powers will also be overpriced, but the 1p/spell mages were always grotesquely underpriced for their flexibility.
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03-08-2016, 10:46 PM | #42 |
Join Date: Aug 2004
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Re: Revising GURPS Magic
Learning Magic
Unchanged. Finding a Teacher Not so much a change as a clarification: this section boios down to “use Improvement Through Study”. Granted, there are more options under Improvement Through Study than are listed in this section; but all are applicable. Prerequisites Unchanged. |
03-08-2016, 11:54 PM | #43 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Revising GURPS Magic
The things I'm doing:
Magery never gives a skill bonus. Instead there are Magic Talents for separate colleges. These have different costs due to college size - a bit more generous than regular talents, though. Magic Talents can stand in for Magery, i.e. you need either Magery 1 or Talent: Fire Magic 1 to learn Fireball. Magery and Magic Talent never add their levels when it comes to overcome limits of a spell. Each campaign has a point limit for the combined cost of Magery and all Magic Talents. Magery 0 is 10 points too. So it's much more efficient to max out talents in two colleges and maybe get Magery 0 to pull off impressive things, but you won't be much of a generalist. There is no cost reduction for high skill alone. Casting cost is reduced by a certain margin of success, but for maintenance costs you need to take a penalty on your roll (which also reduces MoS for casting cost reduction). There are various ways to increase your skill somewhat, but you won't pull off zero maintenance for anything but 1 energy spells without some serious effort. There are various benefits tied to relative skill level, e.g. the MoS needed for casting cost reduction and the needed ritual. Talent can substitute for points invested in a skill here, but a mage with Fireball at attribute +2 will look very different from one with the spell at attribute -3. For those interested in the whole system, I put it on my blog: https://blindmapmaker.wordpress.com/2015/09/06/164/
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My GURPS and mapmaking blog: The Blind Mapmaker |
03-09-2016, 01:08 AM | #44 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: Revising GURPS Magic
Personally I think the skill bonus from Magery should stay and it absolutely should apply to relative skill level thresholds if we change casting cost to be related to them.
If other talents are weaker per point than Magery then it's the other talents that need a price drop or to step up their game LOL Also I see absolutely zero problem with putting a spell or several in a Talent that already has other skills.
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
03-09-2016, 03:25 PM | #45 | |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Revising GURPS Magic
Quote:
Having Magery boost every spell in the book serves no purpose beside saving you the trouble to buy full-price IQ. As it is Magery contains absolutely no element of characterisation except for "Generalists for the Win!"
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My GURPS and mapmaking blog: The Blind Mapmaker |
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03-09-2016, 03:34 PM | #46 | |
Join Date: Aug 2007
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Re: Revising GURPS Magic
Quote:
They are also irregularly and sometimes just oddly priced. See the huge divide between offense and defense (Innate attack v. Damage Resistance) as just one example. The one thing I know about Magic in its' default form is that in my pretty extensive experience it is actually balanced in play in low tech fantasy games. Nobody who has objections to it ever seems to want to preserve that balance.
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Fred Brackin |
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03-09-2016, 03:49 PM | #47 |
Join Date: Aug 2009
Location: Poland
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Re: Revising GURPS Magic
That is a way to make the battles going, just like active defenses are generally lower then attack rolls.
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My irregular blog: d8 hit location table |
03-09-2016, 04:05 PM | #48 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revising GURPS Magic
It's balanced to somewhat underpowered in combat. It becomes overpowered fairly quickly in situations where you are under less time pressure, and often hilariously broken in situations that are of very little interest to most players, such as industry. My preference would be to make it better in combat and worse in other uses, and one of the easiest ways of doing that is to design it to encourage a small number of powerful spells rather than a large number of modest spells.
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03-09-2016, 04:42 PM | #49 | |
Join Date: Aug 2007
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Re: Revising GURPS Magic
Quote:
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Fred Brackin |
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03-09-2016, 06:54 PM | #50 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Revising GURPS Magic
Quote:
Magery is the original Talent and its function is a way to be good at something without buying up IQ.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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