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Post by pericles on Mar 16, 2017 17:12:18 GMT
Just a little something to throw into the mix. I played a system where all skills were officially treated as magic. If anyone generates a linguist having multiple languages this could be translated as a sphear of magic of approriate level. French, German, and obscure inuit dialect become Common, Dwaven and pixie. Similarly an olympic archer with mega technolgical bow ends up with a ranged weapon sphear. The Sphears would necessarily be extremely limited such that you would not notice the mana drain. The suggestion is simply a mechanic to transmogrify a modern person into a being that can inhabit the new world.
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Post by brumguvnor on Mar 16, 2017 18:05:12 GMT
meh... - I am not convinced: GURPS does all this... - 4th ed is very balanced... - and the entire rule system is 32 pages in total... - and I REALLY don't want to try and create a base system as well as the free-form magic system.
I think at least one person at the table will be disappointed at the system we choose...
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Post by brumguvnor on Mar 17, 2017 9:00:54 GMT
So: GURPS is sitting in the foxhole, eyes wide and staring. It heard what happened to FATE when it stuck it's head up, but the screaming stopped hours ago... - they can't still be out there, can they? It stands up, clutching it's weapons far too tightly, and peers cautiously over the top. There is no immediate fire, and so it gains a little confidence, and jumps up and over the lip of the hole and starts off into no-man's land.
GURPS doesn't hear the shot that blows out its spine. It falls to the ground whimpering as the pain starts and the blackness comes.
D&D 5 watches this, and shifts the half smoked cigar to the other side of it's mouth.
"Feckin' amateurs" it growls as it dives out of the foxhole, machine gun blazing.
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Tune in next week to see if the grizzled veteran D&D 5 makes it where FATE and GURPS both failed!
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