06-26-2014, 04:17 PM | #11 | |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: Magery
Quote:
But your maximum effective skill is Int + Magery. So if you put in the points to have skill 14, but your Int + Magery is 13, you're going to cast the spell as if it was 13. You'd have to increase your Int (20 pts) or your Magery (unknown, for this limited a version; consensus seems to be 5 pts) to get your total up to 14, to fully use the spell skill level. ************ OP: Have you checked Thaumatology yet? Sounds like one of the variants they'd include in there...
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I'm a collector, not a gamer. =) |
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06-26-2014, 05:12 PM | #12 |
Join Date: Dec 2008
Location: Behind You
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Re: Magery
IT's also optional rule from Thaumatology.
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06-26-2014, 07:47 PM | #13 |
Join Date: Jun 2010
Location: Dreamland
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Re: Magery
I'd just go with a skill cap of [1] per level (assuming it starts at 10). But, since we don't want everyone who wants to be a mage to start with this at 5-10 levels (unless that is intentional), then I'd add more onto it to bring the cost to [5] or [10]. Mind, an UB of [4] is a fine way to do it if magic is supposed to be uncommon.
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06-26-2014, 09:05 PM | #14 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Magery
Yes, it's a 1 CP levelled Perk, plus possibly an UB worth from 1 to 4 CP per level. Possibly the first few levels have a small UB and levels after that a large UB, but it would be unGURPSy to have it be more complex than that, e.g. 1 CP for first level, 2 total for 2nd, 3 for 3rd, 4 for 4th, and so forth. Rather, just set a cut-off, e.g. so that the first 5 levels of Magery are 2 CP each, and additional levels are 5 CP each with no maximum.
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magery |
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