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Originally Posted by Tywyll
That's pretty cool. Perhaps starting skill in a spell could be different for hard spells and VHard spells. Though, the next question is: how do you learn them at character creation? Can you just put 1% into them and then get them at 30%+1%+Magic Category+Magery?
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Well, that would seem natural. That's how all other skills work. Perhaps one needs to consider increasing the "known spell" level to 50%. Since you must know all required spells, you would have to spend quite a bit of points just to get for example fireball. You would need a minimum of POW 15 plus 3 other specified spells to be able to learn fireball. The average cost would probably be around 30 points.
Quote:
Originally Posted by Tywyll
How would you handle the spell mastering ability (i.e. the fact that at certain higher skill levels you stop needing to use gestures and such, and the spells cost less)?
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I would convert the gestures rules to penalties for not using a lot of gestures and voice:
Omitting the foot movements: -10 percentiles
Gestures with only one hand: -10 percentiles
no hand gestures at all: -20 percentiles
Softly spoken incantations: -10 percentiles
no incantation: -20 percentiles
I would keep the lower casting costs, but I'll use MP not FP.
Quote:
Originally Posted by Tywyll
Would you leave the duration as they are in Gurps (baring in mind that Fatique recovers faster than MP) or would you upgrade the durations? Or would you simply allow MP of characters using this system to recover more quickly?
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I would use MP to fuel spells. So I would leave durations as they are, maintaining a spell will eat up a mage's MP really fast...
In Gurps magic it's easier to create MP storage items compared to RQ. It's in fact very much like the Staff rules from Magic World (which I understand are included in the new BRP book).