Quote:
Originally Posted by Mugen
Isn't it redundant to add Magic category PLUS Magery if Magery and Magic category are functions of POW ?
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Perhaps, I think a base chance around 35-40% is reasonable. Spells in Gurps are much more like recipes, they are not full-blown widely applicable skills, which IMHO warrants the relatively high base chance.
Quote:
Originally Posted by Mugen
I also think fatigue costs should be doubled to adequate MP costs.
I mean, casting a firebolt that deals 3d6 damage to a target with a 3 MPs expanse doesn't seem right to me, and most GURPS fatigue costs 1 to 4 fatigue points as far as I remember.
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Ah, but a fireball only affects one target in Gurps. So a 3 MP fireball spell is functionally equivalent to the 3 MP Firearrow spirit magic spell. If you want to have an exploding fireball you'll have to spend much more MP. A 3d6 exploading fireball would cost you 3 x 2 = 6 MP and deliver 3d6 dam to everyone within 1 m, 2d6 to all within 3 m and 1d6 to all within 6 m. With either kind of fireball you'll need 17+ POW to do more than 3d6 dam.