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What is GURPS?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4324888" data-attributes="member: 7177"><p>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 <a href="http://www.sjgames.com/gurps/books/thaumatology/" target="_blank">GURPS Thaumatology</a> for that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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 <em>do</em> with the Basic Set (I hope this makes sense,,,). And that's a lot more than you might have imagined.</p><p></p><p>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?</p><p></p><p>All are not only doable with GURPS Powers, but <em>easily</em> doable - and all are already balanced within the context of the GURPS rules.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4324888, member: 7177"] 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 [url=http://www.sjgames.com/gurps/books/thaumatology/]GURPS Thaumatology[/url] 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 [i]do[/i] 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 [i]easily[/i] doable - and all are already balanced within the context of the GURPS rules. [/QUOTE]
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