Particle_Man
Explorer
One word of warning, Gurps Powers is a more flexible way to do magic than Gurps Magic, which is surprisingly restrictive for a universal system.
Particle_Man said:One word of warning, Gurps Powers is a more flexible way to do magic than Gurps Magic, which is surprisingly restrictive for a universal system.
Particle_Man said:One word of warning, Gurps Powers is a more flexible way to do magic than Gurps Magic, which is surprisingly restrictive for a universal system.
Jürgen Hubert said:The system in GURPS Magic is pretty much a huge list of "standard spells" (about 700-800 or so). It works well enough for many fantasy campaigns, but it doesn't really go into much detail about fiddling around with the base assumptions of the spell system. You'll need the upcoming GURPS Thaumatology for that.
On the other hand, GURPS Powers is awesome. It's not really a typical "book with all the rules we forgot to put into the Basic Set" like you might think from reading the book description alone - instead, it's a book full of suggestions and ideas about what you can do with the Basic Set (I hope this makes sense,,,). And that's a lot more than you might have imagined.
With the suggestions in this book, and a basic familiarity of the advantages in the Basic Set, you will be able to come up with a whole subsystem for a type of supernatural powers. Want to be a sun priest who can manipulate light, but only while the sun is in the sky? A demonologist who can summon demonic allies through blood sacrifice? Someone who can control the elements, but becomes fatigued every time he uses his powers? A hermit who can command plants and animals - but only as long as he stays away from cities?
All are not only doable with GURPS Powers, but easily doable - and all are already balanced within the context of the GURPS rules.
Jürgen Hubert said:With the suggestions in this book, and a basic familiarity of the advantages in the Basic Set, you will be able to come up with a whole subsystem for a type of supernatural powers.
Knightlord said:Just wondering: What's GURPS, and how would you compare it to D&D?
neuronphaser said:Humor aside, GURPS is a great game if you like doing a LOT of prep-work.
pawsplay said:For my next trick, I am going to convert the 3.5 sorcerer into GURPS right now.
In principle, this is a fair complaint, but
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* Even in 3e, telekinesis was actually one of the few ways for a "normal" character to do insane amounts of damage on a budget. Forget bowling balls... lifting tons was not out of the question, and 4e is actually kind of a TK nerf.