Hal wrote:
The more I see GURPS GRIMOIRE material and the newer spells from GURPS MAGIC for 4e, the more I'm inclined towards just dumping the entire product line and using my own home brew system from game systems such as Chivalry & Sorcery, or Ars Magica, or ARCANUM by Bard Games, or what have you.
This is where I really like GURPS: The modularity makes this kind of tweaking and customizing really easy.
Since you mentioned Ars Magica, I used it for inspiration on how to run my current game with a lot of GURPS-virgins who did not want to work their way through 'GURPS Magic'. I did away with Magery and "Spells skills" and made every College into a Wildcard Skill. A mage could try any spell from the college, with a penalty equal to the spells Prereq Count. Which led to the players spending a lot of time browsing the spell descriptions at the table anyway. So I tweaked it once more. Now the players just tell me what their character wants to try, roll the dice and I tell them what happens and how many FP they lose. Very rules-light and works like a charm.
Nice dice, Nils. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
