04-04-2011, 04:25 PM | #1 |
Join Date: Aug 2004
Location: Zaragoza, Spain
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[GURPS Powers] Skills for (not) Everyone
Hello to everyone, I need help about a question with Powers.
I'm preparing a campaign in a fantasy world and I don't want use the Spells from GURPS Magic (except as guide). In these world the Priests have powers as are described in the "Building Powers" chapter, of GURPS Powers, with the Divine modifier. That's all. The Wizards also have powers, with the Magic modifier, but needs a skill roll to activate (basically are the rules "Skills for Everyone", page 161, GURPS Powers). I know that with Talents I can do something similar, but i want the same mechanics that I found on GURPS Psionic Powers) Is it possible mix the two systems with no modification (I think it could be unbalanced)?. Is it necessary a new modifier to integrate the two systems?. Is there a rule that I don't know?. Long time ago (I don't remember when) I read a article (I don't remember where), in which the author proposed a modifier to Power ( [-30%] for Hard Skills) to activate powers trough a skills roll. Did anyone read it? Any suggestions? Thanks in advance...
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04-04-2011, 04:41 PM | #2 |
Join Date: Oct 2005
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Re: [GURPS Powers] Skills for (not) Everyone
It's possible to mix a power that uses "Skills for Everyone" and a system that uses attribute rolls normally. Particularly if the skill-users have access to other options like Power Techniques that aren't available to others. See the discussion about Source-Specific Rules on Powers p. 174.
If priests don't have to roll to activate their powers, even ones that normally require it, that's Cosmic: No Roll Required for those powers. And if mages have to make skill rolls to activate all their powers, that's the Requires (Attribute) Roll limitation for powers that don't normally require rolls. |
04-04-2011, 05:03 PM | #3 |
Join Date: Mar 2010
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Re: [GURPS Powers] Skills for (not) Everyone
For Mages:
Powers, pg 112 Requires (Skill) Roll, -0% (if the advantage normally requires an attribute check), -10% (if the advantage doesn't) For Priests: Powers, pg 101 Cosmic: No Roll Required, +100% ... only apply to advantages that normally require an attribute or skill check. |
04-04-2011, 05:09 PM | #4 |
Join Date: Nov 2006
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Re: [GURPS Powers] Skills for (not) Everyone
I"m working on a similar system. If you (like I am) are trying to Emulate D&D magic don't forget Modular Abilities (Super Memorization) and using One-Use Powers for building the spells (makes the advantage cost 1/5th the normal cost so helps lower the costs)
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04-04-2011, 05:21 PM | #5 |
Join Date: Jan 2010
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Re: [GURPS Powers] Skills for (not) Everyone
One-Use means one use ever. IIRC D&D spells could be reused.
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04-04-2011, 05:33 PM | #6 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [GURPS Powers] Skills for (not) Everyone
the D&D vertion has Limited Usage X/day
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04-04-2011, 07:47 PM | #7 |
Join Date: Nov 2006
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Re: [GURPS Powers] Skills for (not) Everyone
The spells are powers you memorize with your Super Memorization. You only do get to use it once ever.... for each slot you fill with it. Then, the next day you can put the same power back into a slot... but THAT instance of the power that you memorized is still a Once-only use... ever.
Unless you are using D&D 4e (which I am not modeling) you can't reuse a spell you cast. Its gone. Then you re-memorize it and have it again... once. |
04-04-2011, 08:07 PM | #8 | |
Join Date: Jan 2010
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Re: [GURPS Powers] Skills for (not) Everyone
Quote:
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04-04-2011, 08:08 PM | #9 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [GURPS Powers] Skills for (not) Everyone
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04-04-2011, 08:20 PM | #10 | |
Join Date: Jan 2010
Location: New York
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Re: [GURPS Powers] Skills for (not) Everyone
Quote:
But anyway, yeah, so hate the whole certain amount of slots per day in each level, and having to prepare spells. I mean in a sense the GURPS system amounts to the same thing, in that you only have a certain amount of FP, but you are free to spend that in any way you wish, on any combination of spells you wish. If you know a spell, you can cast it whenever you want. None of this stupid, "Oh, I forgot to meditate on it for an hour yesterday." Or, "Oh, well, I didn't prepare my grease spell, so I can't cast it, even though I know the spell. Sorry guys." You're a spell caster for gods sake, if you know a spell, you should be able to cast it whenever you need to. There's no book series were magic works that way. Except apparently the books by Jack Vance, I think it is, as D&D uses a Vancian system, but even then, magic doesn't really work that way, as by direction of the plot of the books, the wizard will have prepared exactly the spells he'll need for the day, unlike your character, who may not have. But this is really just my ranting and raving about a magic system that I despise, sorry. I just know, that were I in your campaign and you pulled out that build of magic, I'd find some way of using magic that didn't rely on that. Like the sorcerers in D&D. Or I'd play a fighter, or I wouldn't play in the campaign at all. I got away from D&D to get away from what I considered stupid magic systems. Why bring one of the worst features of D&D into GURPS? Sorry, again personal opinion.
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gurps powers, power, power build, power modifiers |
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