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GURPS Magic

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First Post
Of all the various magic systems in GURPS, meaning both the basic magic system and the alternatives presented in GURPS Magic, which GURPS magic system do you like the most?
 

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Typically, I do one of two things:


1) Use the standard magic system as presented in Basic Set (usually for fantasy games)

or

2) Build different spells as powers (as I'm currently doing in my supers game)


I like a lot of the alternative systems, but I do not have enough experience with them yet to have a solid opinion. Also, the vast majority of the people I am teaching the game to are already new to how GURPS does things, so I don't want to throw too many new concepts at them at once.

I also sometimes use the gadgeteering rules as a way to research new spells.
 

I've always used the standard magic system. I wanted to try the rune one or the one where characters could overcharge spells for a penalty, usually a big or bizarre one.
 

I think the default system is better than people give it credit for. Are there issues I have with it? Certainly. However, many of the issues -such as weirdly worded spells- are easy to fix (for example, Sunbolt should not do impaling damage.) A few issues are more problematic, but even the most severe problems pale in comparison to some of the issues I've had with magic in some d20 games.


That being said, I've heard really good things about Ritual Path Magic. I haven't yet tried it myself, but, at some point, I would like to.
 

My favorite would be the unlimited mana variant with thresholds and recovery rates that can be easily tweaked to get the desired magic level. The ability to occasionally pull off big effects without needing lots of powerstones is really cool.

As the first player to ever have a character completely blow up from overuse of magic using this system, that aspect is great fun too.:D
 

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