He can learn Heat but never cast it no matter how useful he'd find it.)Īnother possibility, which there's no hard-and-fast point cost for, but would still cramp Azalin's style: GURPS bases time to cast and energy cost on skill levels- at low skill (11 or less) spells take twice as long to cast because they require hands and feet free for elaborate ritual movements, and loudly audible speech. It might be interesting to make it One School Only Magery- this cuts the point cost of Magery levels but means he can only cast for the one school (and Recover Strength)- he can learn other spells that may be prerequisites for the spells he can cast but can't cast those (for instance, Burning Death is a Necromancy spell that requires Heat- a Fire spell- as a prereq. How well do these compare? If I wanted Azalin (whom the PCs will definitely meet and fight against) to still be a surpassingly powerful mage, what's the best system for him? I'm seriously considering having multiple magic systems for added flavor. Then some spells have other spells as their prerequisites. There appears to be several different systems and the main one has Magery ranks as the primary qualifier. The magic system seems to be quite different.
The division into Easy, Moderate, Hard, and Very Hard skills is more reasonable. I especially like the skills system, which appears to avoid the arbitrary "this skill starts at 20% but that one starts at 50%" problem in CoC and the Amazing Engine. Fits in nicely with the deadliness of Ravenloft. I like how the combat has the Shock system to make it quite dangerous. Has anybody tried this? How well does the Will roll reflect these special saves? In d20 the Fear/Horror/Madness is basically a Will save. I also have the 3rd ed books on Undead and Monsters. I have the double core books of the 4th ed GURPS, as well as pdfs of Magic, Martial Arts, and three Creatures of the Night monster books. However, they are not very conducive to tinkering and tweaking - especially with regards to more dangerous combat, or to more granular customizable characters. D20's rules are good for a pre-made setting, pre-made flavor, and pre-made racial and class progression. After many years of playing by d20, we're ready to move on. I've decided to use a different set of rules for my Ravenloft campaign. This is likely to be a post more for GURPS people.