Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-25-2018, 03:03 PM   #1
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default More things to spend XP on.

Hi all,
This was a variant rule buried deep in another thread.

One thing is that Wizards get a place to spend XP, (their staffs), but heroes don't get anything similar.

***

One way to look at the wizard's staff mana bank is it is an advantage in GURPS terms. It is like gradually buying the Extra Fatigue Points advantage. I do not see why a handful of similar advantages could be created. Each character can pick one at character creation.

All of these have the same cost to improve. So if it is decided that putting more points of mana into your staff costs progressively more experience, the following advantages would also pay at the same rate.


Wizards would commonly pick the Staff Advantage. But others are possible:

Weapon Speed. The character spends XP and gradually increases their speed with a single type of weapon. This improves their DX for orders of attack but does not improve their chances to hit. (So if you have a +5 speed and a 12 DX, you would attack with the 17 DX figures, but you would still need a 12 or less to hit. This is not an improvement to a particular weapon, but rather a mystic understanding of how to wield a weapon fast. If you lose your favourite sword, you can replace it with another sword and still keep this bonus. The maximum weapon speed bonus is equal to your DX.

Spell Speed. As above, but it allows wizards to cast spells faster.

Jack of all Trades. You learn many skills and languages quickly and easily. Each point of this advantage bought decreases by one the total of the difficulty of the spells, talents and languages. (So if you had 12 points of talents, and put 3 points into Jack of all Trades, your XP cost to learn a new talent would be based on 12-3 = 9 points.) The maximum number of points that may be bought of this advantage is equal to your IQ.

Mystic Strength. You have a mystic understanding of great ST. Each point put into this advantage allows you to increase your ST by one, but only for the following purposes. The Advantages of Great ST rules on page 8 of ItL, Lifting, pushing or dragging heavy objects, saving throw against ST which are caused by magic spells and effects, and, finally, spells that are affected by your ST. So if you had a ST 14 and 7 points of Mystic Strength, you ST if effectively 21 vs magic and a Sleep spell would not effect you. This bonus ST can NOT be used to help you wield heavier weapons nor may it be used to meet the ST prerequisite to talents. The maximum number of points that may be bought on Mystic ST is equal to your basic ST.

Etcetera. A few more of these could easily be invented.

***
Most wizards would choose to take the Staff Advantage, but some wizards might think Spell Speed would be important (they like casting their spells early in the fight). A few of these advantages would add more variety to characters.

Warm regards, Rick.
Rick_Smith is offline   Reply With Quote
 

Tags
advantages, classes, experience points, heroes, wizards


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:36 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.