05-26-2022, 08:56 PM | #11 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
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Yeah adding things like Lockmaster to get at the stuff, also Apportation to trip a switch without touching it. Repair for fixing broken vases so you get a better price.
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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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05-26-2022, 09:28 PM | #12 |
Join Date: Aug 2007
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
Yep, I recently ran 2 "'one-shot" sessions for Pirates built on 150 pts and from that and previous experience with players who didnt want to get into the rules that there is no way to simplify Gurps through addition. Not by adding templates, not by adding Martial Arts styles and not by adding Magical styles either. You have to subtract.
So if you have an actual newcomer to Gurps you have to explain the Magic system before they start exploring it. I'd start them off by telling them that their character had found "Ye Booke of Comon Spelles" which consists of no more than the spells in the Basic Set and because of the minimum changes between editions this can even be the shorter list of spells in the 3e Basic set. Then you tell them that their character first tried this simple Spell called "Ignite Fire" and that now they'll never need to carry flint and steel again. Then they moved on to the Spell after that in Ye Booke called "Create Fire". You do this for at least a couple more spells that everyone should have and then let them fill out there Spell lists from the short lists in Ye Booke. Note that with that actual newbie you already needed to do this with mundane Skills. You try and start them with a whole template and it'll take a long time and won't be pretty either.
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Fred Brackin |
05-26-2022, 10:27 PM | #13 | |
Join Date: May 2010
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
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Practical Swashbuckling Lens (+24 points)I'm not sure the final version of the lens I'd use in my game will be exactly like that, but it gives you an idea. Note that the equipment line is for a TL4 game with $2000 starting wealth and $500 budgeted for a ranged weapon and general traveler's gear.
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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05-26-2022, 11:01 PM | #14 | |
Join Date: Aug 2007
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
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As fro your Template/Lens it might nto annoy a newbie the way it annoys me but some of that is that I know that Jumping at DX is useless. I also wouldn't take your Weapon Adaptations even if they are theoretical bargains. The chnces that I couldn't get a Saber of a Smallsword if my Edged Rapier became unavailable are far too high. If I was going to dump pts into some back up weapon (and as starting character I probably wouldn't) it'd be something _really_ common like Broadsword or even Spear. Even the Sure-Footed looks more like an advanced bennie to round off a broadly skilled Master rather than a starting character.
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Fred Brackin |
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05-26-2022, 11:32 PM | #15 | |
Join Date: May 2010
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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05-27-2022, 05:36 AM | #16 | |
Join Date: Mar 2017
Location: Brazil
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
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If you want simply to suck up a few of their points, reduce their starting points, or simply charge more for Magery; if this is a matter of balancing non mages at the table, just add a 5 CPs UB on mages. If, instead of common tropes like "Necromancer", "Illusionist" or "Oracle" you want more of different secret society groups that each have a bunch of randomly selected specials, just go with Path or Book magic, design the weirdness of each one of those societies - they kiss each others butts as a secret shake, they have to drink monkeys' pee as initiation ritual, whatever - and bam, now you're in, take that book and read it 100 times, congratz, now go off practice "ye book of ye commen spells" of the society of the arkanister of the magic lake on living (preferably) non human targets. |
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05-27-2022, 09:26 AM | #17 |
Join Date: Aug 2007
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
I'm pretty sure that all Jumping Rolls can be replaced by Acrobatics and even though Acrobtics is much more expensive it has a much more useful role. You don't get the option of replacing Basic Move w/1/2 Jumping Skill but it's a peculiar build where that works very well.
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Fred Brackin |
05-27-2022, 02:22 PM | #18 |
Join Date: May 2010
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
Okay, here's my attempt to create a "Physicker" style, for a TL4 setting with TL5 medicine. The focus is on healing spells but it also has a number of harmful spells as "reversed" healing spells. A couple radiation spells are included for use in post-apocalyptic settings:
Style Prerequisite: Magery 1 (not One College Only). Required Skills: Diagnosis/TL4; Physician/TL5; Poisons/TL4. Required Spells: Itch; Lend Energy; Sense Life; Test Food. Perks: Better Healing Enchantments; Intuitive Cantrip (Aid or Magical Analysis); Limited Energy Reserve 1-5; Secret Spell (Disinfect or Resuscitate). Secret Spells: Disinfect (Artillery Spells, p. 17); Resuscitate (Death Spells, p. 14). First-Degree Spells Stylists must learn all of the following: Code:
Itch Lend Energy Sense Life Test Food A stylist who knows all four first-degree spells can learn the following spells in any order: Code:
Body-Reading Detect Poison Forgetfulness Neutralize Poison Purify Water Recover Energy Share Energy Spasm A stylist who knows at least four second-degree spells (a total of eight spells, with first-degree spells) gains access to the following spells: Code:
Awaken Instant Neutralize Poison Madness Minor Healing Pain Purify Food Relieve Addiction Relieve Sickness Remove Contagion Resist Disease Resist Pain Resist Poison Restore Memory Share Vitality Stop Bleeding Stop Spasm Strike Dumb A stylist who knows at least eight third-degree spells (a total of sixteen spells, with lower degree spells) gains access to the following spells: Code:
Cure Disease Deathtouch Drunkenness Healing Slumber Major Healing Nauseate Paralyze Limb Regeneration Relieve Paralysis Restoration Restore Hearing Restore Sight Restore Speech Resuscitate Retch Sickness Stop Paralysis Strike Barren Strike Blind Strike Deaf Strike Numb Suspended Animation Total Paralysis Wither Limb A stylist who knows at least eight fourth-degree spells (a total of twenty-four spells, with lower degree spells) gains access to the following spells: Code:
Cleansing Cure Radiation Disinfect Great Healing Instant Regeneration Instant Restoration Relieve Madness
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. Last edited by Michael Thayne; 05-27-2022 at 03:45 PM. |
05-27-2022, 06:15 PM | #19 |
Join Date: May 2010
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
Trying to come up with the best selection of three magical perks to include in a "Physicker" lens that isn't too generic. Intuitive Cantrip (Magical Analysis) seems like an easy choice given that it synergizes well with Detect Poison and Body-Reading. Magical Styles also has Intuitive Cantrip (Aid), which is basically Accessory (First Aid Kit). Given that I've already decided to make Physician a required skill for the style, I could upgrade that to something that functions as Accessory (Medical Gear, i.e. basic equipment for Physician). Not sure if that makes sense to treat as a second level of the Aid perk, or if it would include Aid, much as Physician includes First Aid. If it does include Aid, maybe the third perk would be another Intuitive Cantrip that acts as surgical gear?
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
05-27-2022, 08:23 PM | #20 | |
Join Date: Aug 2007
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Re: [Magical Styles] Creating schools of magic aimed at new GURPS players
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In particular I think of the way some people complain about having to learn prereqs but you've roughly doubled the number of spells to learn even Minor Healing and then put 7 more spells between Minor and Major Healing. Also, requiring _everyone_ to learn Itch looks like you think they have too many pts to play with. But perhaps you had something else in mind.
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Fred Brackin |
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