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#191 | |
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Join Date: Jul 2006
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Quote:
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#192 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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That's basic/AD&D 1E/AD&D 2E. In D&D 3.x/d20, both wizards and priests (and psions) use levels 0 to 9.
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I'm a collector, not a gamer. =) |
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#193 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Powers, too. Because the gods don't just grant spells, they grant special abilities, as well. (One of the areas I'd consider delving into D&D 4E, for more inspiration...)
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I'm a collector, not a gamer. =) |
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#194 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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OK, back for a moment to arcane magic.
Arcane Magic Arcane Magic uses the standard GURPS spell system, with the following exceptions: - Healing spells are forbidden except for Lend Energy, Recover Energy, and any spells which must be taken as a prerequisite for a spell for another college. - Technology spells as well as spells that allow time travel into the past should be considered "unknown" - although there is certainly precedence for such spell in D&D, they should not be introduced into the campaign except as a plot point. Mages (all who use arcane magic) may buy levels of the Energy Reserve advantage (see GURPS Powers, p.119) without restriction. It is recommended that starting mages have no more than 3 levels of Magical Aptitude at character creation, which they may raise up to Magical Aptitude 6 during play. Higher levels of Magical Aptitude are not unknown, but should be restricted to true archmages and the like. Sorcerers have at least one level Wild Talent with Retention (+25%) and Focused (Magical, -20%) for 21 character point. This is usually an inborn trait, though it may be triggered through contact with intense magical abilities, pacts with supernatural entities and whatnot. As they often do not know the prerequisites for the spells they learn via Wild Talent, they may take the Shortcut to Power perk (see GURPS Thaumatology: Magical Styles, p.30) a number of times equal to (Will + Magical Aptitude)/3. Wizards have bought levels of Modular Abilities (Super-Memorization) with the limitations Spells Only (-20%) and Preparation Required (1 minute, -20%). Each slot costs 5 CPs and holds a single spell with 1 CP. Bards are mages who also learning the Enthrallment skills (see GURPS Basic Set, p. 191). Limitations like Song-based or Accessibility (only when playing instruments) for their Magical Aptitude are common, but not required.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#195 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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That all looks good to me. Also makes me want to play a sorcerer/wizard/bard.
Just one question: will an exception to the "no arcane healing spells" be made for Bards, whose learnable spell lists -do- include Cure Light Wounds and the like? Are Bards, as jacks of all trades, expected to buy minor levels or Power Investiture to gods with the Healing domain to get such spells?
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Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#196 | |
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Join Date: Mar 2006
Location: Iceland*
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Quote:
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Za uspiekh nashevo beznadiozhnovo diela! |
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#197 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Bards are Charisma casters and Clerics use Wisdom, which are closer to Will or Will and Per respectively than IQ in GURPS. I'm getting that I think this is more important than most of you do.
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#198 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Charisma in D20 is basically 'stat that functions like the Smooth Operator talent'; since everything in Smooth Operator is also affected by GURPS IQ, modeling bards as IQ-based casters isn't crazy, though letting them add Smooth Operator to spellcasting would make that talent less terrible. Wisdom in d20 is a combination of perception, empathy, and willpower (it's wisdom that adds to Will saves, not charisma).
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#199 | |
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Join Date: Mar 2006
Location: Iceland*
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Base priests on Will, druids and rangers on 10+Animal Friend+whatever that other nature Talent was and bards on 10+Charisma+Smooth Operator+Voice. Seems to fit.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#200 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Just a note: we don't HAVE to adhere 100% to D&D mechanics. We can model the stuff we like, and leave aside the clunky stuff we don't.
(And each person's definition of "good stuff" and "clunky stuff" differs. :-)
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I'm a collector, not a gamer. =) |
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| Tags |
| conversion, d&d to gurps, d20 conversion, gurps repository |
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