06-21-2022, 11:24 AM | #31 | |
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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12 skill is the guy that works with the skill at hand - plumbers, carpenters, painters. But no scientist will be a researcher in their field with just 12 skill. For that, you need at least 14, who would be in the category of experts. Remember, skill between 8 to 13 is "professional" level - meaning people who have that skill as a PROFESSION. Do you seriously believe thou that a scientist would have "chemistry 8" or "physics 8"? No they would not. This would be the rating of a student. Real researchers will be at the range of "experts", between 14 to 19. That's the range where you need to look out for most of your Thaumatological researchers. And most spells SHOULD be developed by guys in that range. The exception are the Masters (Thaumatology 20-25) who will be a few dozens in the entire world at most, but those are the guys advancing the high magical theories and creating the hardest of the spells - like for example, those would be the ones responsible for creating the enchantment versions of spells with prerequisite counts of 23 (the highest there is in Magic that I can remember). Considering that enchanting is a further -13, that gives a final -36 modifier to try it... Which I would be more than happy to leave at the hands of the Thaumatological Master Sages. |
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06-21-2022, 02:03 PM | #32 | ||||||
Join Date: Aug 2018
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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Spells Only -20% / Limited Use once per day day -40% / Magical -10% / Requires Will Roll -5% = you're already there. Pretty sure the "You can only memorize abilities if you have a suitable reference work (book, film, tape, etc.)." would be covered by your concept phase efforts (you'd be producing notes and stuff in that time) Heck if you're willing to five levels of Take Extra Time for -50% you could even add in Reliable +10 +50% and get +10 skill in whatever spell you've put that point into, going by what Powers 64 says the impact of Talent on Natural Abilities is. It actually seems like you'd get to add your Magery bonus to any skills you got this way, though I don't know if that would be double the magery bonus for spells, as that might be considered double-counting. Quote:
Time Required: This is unchanged. However, the times under New InventionsSo instead of two consecutive 8-hour work days for concept+prototype you might pull a 16-hour day to get both done in a single day. Quote:
IE if you are trying to invent a 1-energy spell, you could spend 100% more energy (ie 2 energy) to get a +4 skill bonus. Quote:
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M15 mentions The normal Prototype bonuses for qualified assistants apply,B474 "+1 per assistant with skill 20+ in one of the skills required" Given that the penalty (-1 per assistant) is equal to the largest possible bonus you could receive, it seems like you don't get a bonus at all to the prototype roll. This doesn't seem like "typically" it seems like "always". - - The "the ceremonial magic penalties for assistants" mentioned on M15 does not actually exist though - B238 does not list any. The -1 per assistant penalty only exists for a subset of ceremonial magic - from Quick and Dirty Enchantment (QADE) Given that it seems to be borrowing rules from Quick and Dirty Enchantment (per the "the process is similar to enchantment") it would seem fair to allow Spell Invention to also benefit from the perk "Quick and Focused" (pg 29 of Magical Styles) which allowing buying off that penalty. In that case, if it helped to ignore the penalty during Prototypes, then you would get a skill benefit for the skill 20+ assistants. Without QAF the only thing assistants actually seems like it would help with is Time Required since it's "Divide time required by the number of skilled people working on the project" The "Each attempt takes a full day." rule for magic prototypes seems non-reducable via the basic "Minimum time is always one day." rule for prototypes, but like mentioned earlier a Magic Gadgeteer is able to reduce this using the Long Tasks rules, so I don't think the 1-day minimum necessarily applies to them any longer. This would be pretty important since spending 8 consecutive hours casting a ceremonial spell is pretty difficult, even if you benefit from decreased distractibility (will-0 instead of will-3) there should probably be increased chances of losing your concentration the longer you're doing that. We have to keep in mind here - this does not appear to be like "Slow and Sure Enchantment" where you can take bathroom breaks - the reference to assistant penalties (which AFAIK only apply to Quick and Dirty not Slow and Sure) means that this 8-hour prototype day is like QAD where you don't get bathroom breaks. Last edited by Plane; 06-21-2022 at 02:47 PM. |
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06-21-2022, 03:20 PM | #33 | |
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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Power Talent? Well, that's a munchikinism that I personally wouldnt allow as a GM, but RAW yes, the Talent would indeed add to ANY skills you decided to boost with the MA. But since it's at most +4, it's manageable. But Reliable doesnt work like that for MA. You put "Requires Will Roll" right? So, that means that before swaping skills, you need to roll Will (if you fail you cant do it). Your Reliable here would only add to this Will roll - or to your "Skill: Supermemorization" if your using "Abilities with Skills" from Powers. That's the ONLY thing that Reliable would be used for here. It is worth noticing that Modular Abilities are somewhat poorly written. I dont think you're supposed to add enhancement or limitations to it, but rather you should build your different kinds of MA using the guidelines present on Powers. It's kind of ridiculous to buy Cosmic MA by 2 CP apiece. There wouldnt ever be a reason to buy skills with it. |
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06-21-2022, 03:36 PM | #34 |
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
Assistants would mostly serve to provide additional energy. Like I said, for them to have 20+ in the spell which they've only invested a single 1CP, they would need at least IQ19/20 and Magery 3 for being electable for the bonus. That's a pretty absurd proposition to have.
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06-21-2022, 04:05 PM | #35 | ||||||
Join Date: Aug 2018
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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I did find a possible "out" for my interpretation though: "Talent adds to all rolls to use any of the advantages granted by Modular Abilities" might not apply to skills if you take a "skill points are not technically advantages" interpretation. I think I've seen that contrast made before, though I can't remember where. Quote:
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It even talks about adding certain modifiers twice, like you could have "Costs Fatigue" on Modular Abilities (spend 1 FP to rearrange your points) AND also have Costs Fatigue on a power you build using those points (spend 1 FP to shoot your Burning Attack) Quote:
It's not the ideal way to get Warp that you'd need for split-second dodging (you don't have time to rearrange the points) or for a skill in parrying (for when you get surprise attack) but for stuff that already has big time investments (crafting, casting giant spells) it's definitely the most efficient way to spend character points. That's probably why it's Exotic and GMs should be careful in handing out Cosmic Power. I could see limiting the levels, requiring an unusual background to buy it, etc to reel in the potential problems it creates. If you were an enchanter it'd definitely be cheaper to take this approach than in spending skill points permanently in your enchantment skills. The +100% enhancement needed to get physical traits only does so much to hinder it, you can still offset that with lots of limitations (like limited use, prep time required) which you can still strategically work around, though that's usually going to be with stuff like Takes Extra Time which prevents rapid reassignment of your physical traits. I think that's how villains like Amazo tend to get defeated - yeah they could reassigne their Cosmic Power to duplicate all your powers, but if you were attacking them from all sides with different ways, they couldn't rapidly change which power they were mimicing quickly enough. You see a great example of this in Young Justice episode 5 "schooled" where after the JL has such a tough time with Amazo, the sidekicks have a way easier time because they use better tactics (having more experience working in tight coordination than the JL does, presumably) |
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06-21-2022, 09:02 PM | #36 | |
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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It aint MA |
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06-24-2022, 03:12 AM | #37 | |||
Join Date: Apr 2005
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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Most of Kromm's notes on the 3E versions of the spells were ignored, as were all the really good fan-provided fixes for problem spells. While your efforts to make sense of spell invention using GURPS Magic are heroic, I think they're doomed due to ill-considered game design and the rush to get the product out the door. Quote:
Inventing a new spell in just a day is highly appropriate, at least for some campaign settings. |
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06-24-2022, 10:58 AM | #38 | |
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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I'll explain: there's basically 2 ways for you to learn new tricks, or to "increase your CP account". The first is study/training: you read and re-read the books, take notes or otherwise keep doing repetitive movements until your "muscular memory" fixed them. This can be memorizing all the equations of quantum mechanics, all the neurological interactions of the brain, or constantly playing the same songs in a guitar over and over again until your fingers become able to "find their way", or keep cutting wood over and over again until your carpentry works greatly improve because your hands now just do it in auto pilot, or keep shooting over and over again in a shooting range until your hands learn to direct the rifle to the mark. In essence, it's a measure of neural connections formed over time by repetitive activities that reinforce the same neural pathways. That "method" is reflected in game mechanics as "study points". The second mechanic for char improvement is "bonus points", given at the end of each session. Those, unlike "study points", represent points that you gain during highly stressful situations. After all, it's one thing to make military exercizes and to train your shooting skills at and the controlled environment of a shooting range, and another totally different to fight in a real actual war. So, going out of your safe batcave and adventuring into dirty wet dungeons filled with eldritch abominations is a sort of "baptism by fire" type of "study" or learning. You gain bonuses points because you are theoretically learning by necessity at the heat of the moment instead of in the confort of your arcane lab / library / gladiatorial school / whatever. So it doesnt make sense anyway to simply spend bonus CP inventing spells at the confort of your lab - unless you'd claim you had the idea for the new spell as an Eureka moment while fighting the terrible Mud Queen... It does make sense however to "spend" your bonus point that you would gain from study after the 1 Month time period to do the Concept at +5 bonus for 30x times the time thou |
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06-26-2022, 11:43 AM | #39 |
Join Date: Nov 2015
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Re: GURPS MAGIC: Day in the life of a spell inventor...
I don't think that CP spent on the spell will end up being much of a problem.
In case you really don't want to see it wasted, I see a few possible options: 1) Turn it into a CP spent on Thaumatology, it's what the inventor has been using, so he learned from his mistakes. 2) It's spent on the Spell, so when the mage finally gets a really valid prototype, he already has a point there. 3) Use MAs. If you want a mage to invent multiple spells under the odds presented in Magic, it's not wasted. But honestly, I don't think crit fails on a Concept rolls are ever going to be an issue. I've been going over the modifiers available and by the time they have enough raw stats to make the Prototype roll with 1 CP invested in the spell, they'll nail the Concept roll on the first try. |
06-26-2022, 12:02 PM | #40 | ||||
Join Date: Mar 2017
Location: Brazil
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Re: GURPS MAGIC: Day in the life of a spell inventor...
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And even worse, what about creating an ENCHANTING version of a spell (further -13) that already has 23 prereqs? We are talking about a -36 modifier here! (Althought I DO believe that in such a case the +5 bonus for "doing something similar" should fully apply, since you already know the base spell and already know how enchantment works, but it's still a long way to go) |
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spell invention |
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