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Old 10-22-2012, 03:25 AM   #111
Taneli
 
Join Date: Aug 2004
Location: Helsinki, Finland
Default Re: [DF] Talents for the Standard Templates

Quote:
Originally Posted by Kromm View Post
. . . or ditch them. They're not terribly meaningful anyway. All the way back to GURPS First Edition, using GURPS Fantasy with the demon on the cover and spells inside, every PC wizard ever always took Magery 3 and could learn all of the spells. With the advent of limitations on Magery, things got even easier, as it was cheaper to have Magery 3 in your pet college.

The overhead would be brutal, and would inject a lot of complex detail into a series (Dungeon Fantasy) that was authorized specifically to simplify GURPS. I honestly think that it would be far, far simpler to leave the magic rules alone and come up with a more streamlined set of spells that (1) leaves out spells that destroy dungeon crawls, (2) more cleanly severs sacred (clerical, druidic, shamanic, etc.) spells from wizardly ones, so that wizards need no sacred spells as prerequisites for anything, and (3) rethinks prerequisites for wizardly spells, possibly introducing Magery levels up to 6 and reducing spell counts, to make wizardly magic more like theurgy with regards to how spell power tracks advantage levels. That would be complex work for the person doing it, but the end product would be far easier for GMs and players alike to use in play. Whereas lots of styles, Talents, etc. would add complexity for end users, too.
What if wizards used a version of ritual magic, maybe with each spell requiring at least one character point in it to be able to cast it? Maybe they could try the default casting at the default penalty if they had a spellbook of some kind available?
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