04-04-2011, 08:25 PM | #11 |
Join Date: Nov 2006
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Re: [GURPS Powers] Skills for (not) Everyone
I hear you Corlock Striker. Since I am working on a world where the difference between Wizards and Sorcerers is thematically important I'm working it up. I'd like to point out that we shouldn't derail the OP's question anymore though on behalf of my attempt to give him a (possibly) helpful suggestion.
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04-04-2011, 08:28 PM | #12 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [GURPS Powers] Skills for (not) Everyone
Different sources can (and should) use different options, it makes them more distinct. It's not hard to balance them, especially if you are allowing the "magic" power to use Techniques.
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04-04-2011, 11:04 PM | #13 |
Join Date: Nov 2009
Location: Oregon
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Re: [GURPS Powers] Skills for (not) Everyone
What about more radically different systems, like Path/Book or Realm magic? I have yet to implement either one in a game, so I don't know how well they balance with Powers.
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04-05-2011, 09:26 AM | #14 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [GURPS Powers] Skills for (not) Everyone
I'm using all three (although not currently in the PC party) in my current game. No problems yet.
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04-05-2011, 01:46 PM | #15 | ||||
Join Date: Aug 2004
Location: Zaragoza, Spain
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Re: [GURPS Powers] Skills for (not) Everyone
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It sounds fine, but I want something totally different to D&D magic, thanks...
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04-05-2011, 01:56 PM | #16 |
Join Date: Nov 2006
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Re: [GURPS Powers] Skills for (not) Everyone
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Tags |
gurps powers, power, power build, power modifiers |
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