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Since: Jul 02, 2008 Posts: 141
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(Msg. 1) Posted: Tue Jul 03, 2007 4:11 pm
Post subject: design of spells Archived from groups: rec>games>frp>gurps (more info?)
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Here is one more problem i have encountered in Magic 4th.
It is about the design of new spells and the guidelines in the first or
second chapter of the book. it says that spells with effects of
advantages or disadvantages should cost energy equal to 1/3 * CP of the
advantage.
now.. take invisibility. advantage costs about 40 points. (not including
the extension that all you touch becomes invisible). you need a duration
limitation. take -40% for 1min and 1/day. that means the advantage costs
26 points. one third is 8 or 9 points. it actually costs 5 FA points.
now take body of flames. a 6pt meta-trait advantage costs a freaking 12
energy points!!!!
this MAY result from a faulty conversion of the grimoire spell. they
dumped the regeneration 1HP/min (50 pts) in fire (lets say -20%, because
you actually ignite fires or -40% if you neglect this). considering this
regeneration you come close to 36 points for the meta trait wich results
in cost of 12 FA points for the spell.
Now consider Great Haste! Altered Time Rate 100pts, -X% for a duration
of 10sec. well.. even if X=80, you would have to pay more than 6FP for
the spell.
and all this fails if you consider innate attacks, because attack spells
are treated differently in magic. just another inconsistency.
maybe you could add another -10% limitation because of attribute check
required, but it still wont work. even if you take some preparation time.
i think these guidelines are bogus.
Do you have any other suggestions on how to calculate energy costs of
spells?
Tobias |
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Since: Dec 05, 2006 Posts: 61
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(Msg. 2) Posted: Tue Jul 03, 2007 4:11 pm
Post subject: Re: design of spells [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Tobias Heidelmann wrote:
> Here is one more problem i have encountered in Magic 4th.
> It is about the design of new spells and the guidelines in the first
> or second chapter of the book. it says that spells with effects of
> advantages or disadvantages should cost energy equal to 1/3 * CP of
> the advantage.
> now.. take invisibility. advantage costs about 40 points. (not
> including the extension that all you touch becomes invisible). you
> need a duration limitation. take -40% for 1min and 1/day. that means
> the advantage costs 26 points. one third is 8 or 9 points. it actually
> costs 5 FA points.
>
> now take body of flames. a 6pt meta-trait advantage costs a freaking
> 12 energy points!!!!
> this MAY result from a faulty conversion of the grimoire spell. they
> dumped the regeneration 1HP/min (50 pts) in fire (lets say -20%,
> because you actually ignite fires or -40% if you neglect this).
> considering this regeneration you come close to 36 points for the meta
> trait wich results in cost of 12 FA points for the spell.
>
> Now consider Great Haste! Altered Time Rate 100pts, -X% for a duration
> of 10sec. well.. even if X=80, you would have to pay more than 6FP for
> the spell.
>
> and all this fails if you consider innate attacks, because attack
> spells are treated differently in magic. just another inconsistency.
>
> maybe you could add another -10% limitation because of attribute check
> required, but it still wont work. even if you take some preparation time.
>
> i think these guidelines are bogus.
>
> Do you have any other suggestions on how to calculate energy costs of
> spells?
>
> Tobias
The purpose of assigning large cost to ability enhancing spells is to
prevent player abuse of a mage powering other players (or himself)
constantly with enhanced advantages that were cheaper than the points
paid during character creation for the same stat change or advantage.
This is a part of the "balance" concept.
For new spells that create such an advantage, I would tend to think
about how it will affect the campaign I running, whether or not it's
frequent use would overshadow the character creation process for future
characters, and what limitations/disadvantages could be placed on it to
create the balancing effect. I normally do this with major magical items
as well. For example: A pair of Bracers that enhanced move and dodge
(Haste) also carried a disadvantage that it attracted all missiles in a
large area (affecting both the the PC and his friends in the area- not
only do they become targets unexpectedly, but even by the missiles from
their own side!).
In designing spells and items, I try to provide limitations that keep
the energy cost in the 3-6 casting same to maintain range. Limiting the
number of casting due to time required or the number of times the spell
can be maintained can provide some balance.
Here's to Good Gaming!
Regards,
Roger |
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Since: Jul 03, 2007 Posts: 26
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(Msg. 3) Posted: Tue Jul 03, 2007 4:11 pm
Post subject: Re: design of spells [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Tue, 03 Jul 2007 16:11:29 +0200, Tobias Heidelmann
<tobias.heidelmann.RemoveThis@cs.uni-dortmund.de> wrote:
>Here is one more problem i have encountered in Magic 4th.
>It is about the design of new spells and the guidelines in the first or
>second chapter of the book. it says that spells with effects of
>advantages or disadvantages should cost energy equal to 1/3 * CP of the
>advantage.
Remember that most of the spells were probably carried over from 1e-3e
with little change. So their point costs are not going to mesh 100%.
I doubt that they recalculated most spells. Using Basic and Powers it
is not even possible to simulate a Hard verses V.Hard spell as
enhancement to Untrainable - Hard to Use steps in -3's/per -5%.
Though there is no reason not to create your own -1 to learn for say
-2%
Like all GURPS rules they are guidelines only. If you get a cost that
seems out of balance with a similar spell then tweak it. You may have
to up the cost based on the usefulness of the spell too.
>now.. take invisibility. advantage costs about 40 points. (not including
>the extension that all you touch becomes invisible). you need a duration
>limitation. take -40% for 1min and 1/day. that means the advantage costs
>26 points. one third is 8 or 9 points. it actually costs 5 FA points.
>
>now take body of flames. a 6pt meta-trait advantage costs a freaking 12
>energy points!!!!
>this MAY result from a faulty conversion of the grimoire spell. they
>dumped the regeneration 1HP/min (50 pts) in fire (lets say -20%, because
>you actually ignite fires or -40% if you neglect this). considering this
>regeneration you come close to 36 points for the meta trait wich results
>in cost of 12 FA points for the spell.
It does seem they rewrote some spell descriptions and just said works
like x on page y with out thought to the new creation rules.
There was no "concentrate to slow down and feint in combat" in the 3e
Great Haste spell, but the way it is worded now you do.
>
>Now consider Great Haste! Altered Time Rate 100pts, -X% for a duration
>of 10sec. well.. even if X=80, you would have to pay more than 6FP for
>the spell.
X=-75% in this case And it takes fatigue to That will take you to
-100% and I can not find an enhancment to bring it back up. On the
other hand: 1/3 of 20 is 6.6 or 7 rounded up only 2 more points over
5. It's not that far off. You may have to throw out the -80% limit
once in a while.
>
>and all this fails if you consider innate attacks, because attack spells
>are treated differently in magic. just another inconsistency.
>
>maybe you could add another -10% limitation because of attribute check
>required, but it still wont work. even if you take some preparation time.
>
>i think these guidelines are bogus.
Well they are "guidelines"... not fixed in stone. As I said before
they are puting new rules on old spells. It is not going to fit 100%
>
>Do you have any other suggestions on how to calculate energy costs of
>spells?
>
>Tobias
--
Grant |
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Since: Dec 05, 2006 Posts: 61
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(Msg. 4) Posted: Wed Jul 04, 2007 6:15 am
Post subject: Re: design of spells [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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All hail Discordia wrote:
> On Tue, 03 Jul 2007 16:11:29 +0200, Tobias Heidelmann
> <tobias.heidelmann RemoveThis @cs.uni-dortmund.de> wrote:
>
>
>> Here is one more problem i have encountered in Magic 4th.
>> It is about the design of new spells and the guidelines in the first or
>> second chapter of the book. it says that spells with effects of
>> advantages or disadvantages should cost energy equal to 1/3 * CP of the
>> advantage.
>>
>
> Remember that most of the spells were probably carried over from 1e-3e
> with little change.
As far as I can tell, almost no change. And my pet peeve that Create
Fire (listed as an AREA spell) starts with the statement "... like
Ignite Fire...(a REGULAR spell which has mods due to the amount of HEAT
of the flame...) From my perspective one of those GOTCHA's that should
have been corrected before 3rd ed came out.
> So their point costs are not going to mesh 100%.
>
> I doubt that they recalculated most spells. Using Basic and Powers it
> is not even possible to simulate a Hard verses V.Hard spell as
> enhancement to Untrainable - Hard to Use steps in -3's/per -5%.
>
> Though there is no reason not to create your own -1 to learn for say
> -2%
>
> Like all GURPS rules they are guidelines only. If you get a cost that
> seems out of balance with a similar spell then tweak it. You may have
> to up the cost based on the usefulness of the spell too.
>
>
>> now.. take invisibility. advantage costs about 40 points. (not including
>> the extension that all you touch becomes invisible). you need a duration
>> limitation. take -40% for 1min and 1/day. that means the advantage costs
>> 26 points. one third is 8 or 9 points. it actually costs 5 FA points.
>>
>> now take body of flames. a 6pt meta-trait advantage costs a freaking 12
>> energy points!!!!
>> this MAY result from a faulty conversion of the grimoire spell. they
>> dumped the regeneration 1HP/min (50 pts) in fire (lets say -20%, because
>> you actually ignite fires or -40% if you neglect this). considering this
>> regeneration you come close to 36 points for the meta trait wich results
>> in cost of 12 FA points for the spell.
>>
>
> It does seem they rewrote some spell descriptions and just said works
> like x on page y with out thought to the new creation rules.
> There was no "concentrate to slow down and feint in combat" in the 3e
> Great Haste spell, but the way it is worded now you do.
>
>
>
>> Now consider Great Haste! Altered Time Rate 100pts, -X% for a duration
>> of 10sec. well.. even if X=80, you would have to pay more than 6FP for
>> the spell.
>>
>
> X=-75% in this case And it takes fatigue to That will take you to
> -100% and I can not find an enhancment to bring it back up. On the
> other hand: 1/3 of 20 is 6.6 or 7 rounded up only 2 more points over
> 5. It's not that far off. You may have to throw out the -80% limit
> once in a while.
>
>
>> and all this fails if you consider innate attacks, because attack spells
>> are treated differently in magic. just another inconsistency.
>>
>> maybe you could add another -10% limitation because of attribute check
>> required, but it still wont work. even if you take some preparation time.
>>
>> i think these guidelines are bogus.
>>
>
> Well they are "guidelines"... not fixed in stone. As I said before
> they are puting new rules on old spells. It is not going to fit 100%
>
>
>> Do you have any other suggestions on how to calculate energy costs of
>> spells?
>>
>> Tobias
>>
>
>
Quit worrying about it and assign what you think is appropriate for your
scenario. Or roll 3d6- the result average cost of 10 makes most spells
slightly harder to use than the standard listing.
Regards,
Roger |
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Since: Jul 02, 2008 Posts: 141
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(Msg. 5) Posted: Mon Jul 09, 2007 5:08 pm
Post subject: Re: design of spells [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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thanks to all suggestions and comments. looks like i will use my own
judgment and consider the descriptions of magic 3e and grimoire when
magic is concerned. |
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