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#111 | |
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Join Date: Aug 2004
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#113 |
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Join Date: Aug 2004
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If you spend 7 points in a standard-cost Trunk (1 level) with an IQ of 12, you will make IQ-based rolls against that trunk at a base of 13, which is mostly equivalent to a skill of 8 in the basic system (because of the -5 basic penalty for skilled tasks.)
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#114 | |
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Join Date: Aug 2004
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I think if you go with College-as-Trunk, spells should still mostly be at most Twigs, but that in most colleges there are groups of spells within the college that would make good branches. It would be a fair amount of work to go through and work that all out, though. |
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#115 | |
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Join Date: Aug 2004
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GURPS Thaumatology, more than once. GURPS Thaumatology: Chinese Elemental Powers GURPS Thaumatology: Magical Styles GURPS Thaumatology: Ritual Path Magic GURPS Thaumatology: Sorcery GURPS Powers: Divine Favor OTOH, for people who think the basic skills system could use some work, this is the first significant whack at it (though, to be fair. Power-Ups 3: Talents and Power-Ups 7: Wildcard Skills deserve some mention.) |
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#116 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Myself I am leaning towards Magery as a Trunk and colleges or Paths as Branches. Spells and Nouns as twigs. However there would still need to be some work and fine tuning, which I am fine with as for this supplement. Its not a Thaumatology supplement after all so expecting much word count towards magic seems unreasonable.
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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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#117 |
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Join Date: Jun 2022
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#118 |
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Join Date: Jan 2006
Location: Ottawa, Canada
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Just giving another update at using these rules, as pure factual implementation items for people to consider in their own work.
We decided to actually convert our long-term characters from my Infinite Worlds ISWAT (practically Supers) to the Tree Skill system, using a starting point of Attribute -2 instead of Attribute -5 (although default is still Attribute -5). These are characters we've been playing for about 7 years now. They started at 250 points, and are currently in the 1200 point ballpark. They've grown organically over time, and vary a lot in what they do. The rules for conversion were simple. You purchased the Trunk at the level of the second highest skill of that trunk, and then increased the Branch for the one skill that was higher. A few nuances to that for when a skill was part of multiple Trunks, but that was the gist of how we converted. Of the 5 characters, 3 of them ended up costing about 75 points more after converting (specifically, 68, 76, and 79). That was surprisingly consistent, although with a small pool I can't say if it coincidence or not. The other two were anomalies, again, with respect to my own little group. One is a character who had been using "Wildcards!" of my campaign which were based on the Niches of Character Templates Tools... which, in Skill Trees, now effectively become Trunks. So they all dropped in prices from the cost of a Wildcard to the cost of a Trunk. When you included the points spent on Talents and moved them into the Trunk, that character actually ended up being 134 points cheaper than he was before (Other than Gadgeteer and Gunslinger, he's effectively the powerless character in the group, so he had over almost 500 points in skills, compared to the rest which hovered around 200 points and have lots of points invested in advantages for their powers) The other extreme is a high-attribute characters (basically, an Angel and thus +4 to all attributes), so this character had a lot of 1-point skills scattered about. Trying to recreate that broad knowledge by getting almost every trunk, even when starting at Attribute -2 instead of -5, ended up costing an additional 140 points. He we started at Attribute -5 instead of Attribute -2 (i.e., the so called "level jump" in skills), the costs would have definitely been higher. And for those who are curious, we all agreed before hand that if we converted our total character points cost values would change, but no one would actually gain or lose earned points for any cost difference. It's simply a reflection of the new costing. And even with that, everyone ultimately decided that the one player who ended up being 134 points less expensive could receive 134 points to compensate for the huge difference. |
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#119 | |
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Join Date: Jan 2006
Location: Ottawa, Canada
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Quote:
I am now suggesting leaving actual Magery or Psionic Powers or Super Powers as separate Power Talent advantages that determines if you have the power or not, and it adds to skill, just as it does in the Basic Rules. You can still have Trunks that are all the abilities (i.e., all the spells) of that power, and Branches for the focus (e.g., magical college, psionic power, etc.), and Leaves for the individual abilities (spells, psionic abilities, etc.). It's just that the Magery Trunk is not the Magery Advantage, so it doesn't count for minimum Magery level to cast a spell, etc. Also, it's just simpler than having to re-imagine all of the Power Talents into a skill Trunk of the Skill Tree, especially if you have many Power Talents for powers that don't have or require skills to use (e.g., many Super Powers). |
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#120 |
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Join Date: Aug 2004
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Indeed. I'd likely make an exception for Psionic Powers, with a Trunk for being a Psi, Branches for each of the Powers, Twigs for each Ability, and Leafs for the Power Techniques; but that's largely because Psionic Powers uses Skills for Everything, and is pretty much already optimized for a psionic Skill Tree.
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