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Gurpsifying WoW: Resurrection

Here I’m toying with how to represent some spells from World of Warcraft in GURPS. Today: resurrecting spells.

It’s not hard to notice that the GURPS Magic Resurrection spell isn’t suitable for WoW feel or for it’s world:

  • it’s too costly and time consuming for how often it’s being used in the computer game;
  • introducing it would raise many questions on why wasn’t X brought back to life.

This could be solved in a couple of ways. We might borrow from D&D 4, where the more important a character is, the harder they are to raise from the dead: to the point where resurrecting a warlord is impossible, but raising a PC is trivial (for a hero). This explanation starts to crumble, though, when the PCs take on the titans and the old gods.

I prefer to look at what role those spells actually have in the game: they quickly bring back to fight characters who’d need a couple of minutes to come back themselves. In GURPS – that’s Awaken. Assuming that the “resurrecting” spells merely wake up the unconscious solves the above issues nicely. (It also makes the game actually potentially deadly, but that’s not a bug, it’s a feature).

The Awaken spell could be included in the spell lists of resurrecting spellcasters as-is, but it might also be tweaked to better suit the world:

  • change it from area to regular, with no effect on cost;
  • non-combat resurrect: change the casting time to 10 seconds;
  • remove the stun and fatigue countering, but reduce the HT penalty for subjects unconscious because of damage and poison;
  • might also be combined with some healing (there are many options for this).

There’s one thing Awaken can’t deal with, as far as i know: Mortal Wounds. You might leave it as-is, or combine it with Stop Bleeding, making Resurrection a Very Hard spell. I prefer something in-between: Resurrection stays a hard spell and cannot deal with Mortal Wounds. But a perk is available: Glyph of Miraculous Resurrection: your Resurrection spell can awaken a mortally wounded character. This feat costs 10 energy. The mortal wound is automatically stabilized. The target awakens only on a passed HT roll, as usually.

Oh, one last thing: I feel like seeing a Spirit Healer while unconscious might be useful. Maybe with the Dreaming skill?

Tinker on, Gnomash out. Cheers!

 

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Posted by on June 14, 2016 in tips & tricks

 

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Changing spell magic to build a world

This is an example on how to shape the magic in your GURPS game by selecting available spells and changing their prerequisites, and why a weak spell can sometimes be considered high-tier.

I’ve been playing some WoW lately. There are three schools of magic in the game and they’re all focused on damage dealing. There are differences in their play patterns, but they inevitably end up being compared on the ground of damage per second. That made me wonder if the developers would dare to truly differentiate the three specializations and make one of them a tank. And, for example, one (fire) focused on area damage and the last one (arcane) on single target damage. That idea brought me back to thinking about the Fireball in GURPS Magic.

Fireball is the second least cost-effective missile spell in the book. I cry every time I compare it to the Stone Missile, which has better accuracy, damage, and range. It seems like the only meaningful reason to take Fireball is to get to the Explosive Fireball. Why then can you buy one without the other? If Explosive Fireball is worth the power tax (it really isn’t), this spell should be more expensive, and not the previous spells weaker. Because if you don’t pick up Explosive, you just end up with a couple spells that are weaker for the sake of something that shouldn’t bother you. That’s a poor guidance for players who’d like to pick up just a few spells from the 1000 without reading the whole book and making tabs on the way. So how about we put the normal Fireball after the Explosive one in the prerequisite chain?

It doesn’t make sense in a vacuum, but it does a lot when you think about it in terms of two different magic schools. Let’s say we want Earth to be the single-target damage college and Fire – the area damage one. With prerequisite chains something like this:

  • Earth: (1) Some regular damage spell, (2) Sand Jet, (3) Mud Jet, (4) Stone Missile;*
  • Fire: (1) Create Fire, (2) Rain of Fire, (3) Explosive Fireball, (4) Fireball;

a dedicated fire mage who wants a fall-back single-target spell might pick-up the weaker Fireball or pay more precious points to get to stronger Stone Missile, which would really make him a generalist. That means more expensive Magery and less points for energy, and energy is our beloved mayhem.

Gnomash out, cheers!

 
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Posted by on May 16, 2016 in tips & tricks

 

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End of blog

I’ve lost motive to type here. The purpose of this blog was to practice my English and reach broader group of readers. But:

1. I’ve leaved my homeland, and now the language I should practice in my free time is definitely not English.
2. I don’t remember the bases of English grammar, so by maintaining this blog, I’d just repeat my errors, and that I find vary bad for my language skills.
3. Reaching broader group of readers was never a good motivation for me.

So, I leave this blog for now. Maybe I’ll pick it up again some day, but it won’t be soon. I’ll probably add here links to new blogs I’ll start to read, just to make them a bit more noticeable.

Play well, then!

 

 
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Posted by on October 7, 2012 in tips & tricks

 

No one remembers the spy

 Read this entry in Polish/Przeczytaj wpis po polsku

I’ve remembered recently a bygone campaign, in which (of course) we had to rescue the world from doom. The trick was, we had to find some ancient artifacts that were spread across the world, and we had to find them very fast. Our characters were really powerful, but we didn’t want to split up (I consider it bad for gameplay).

Just now I came up with an idea. We were unknown but very powerful. We were elite of the world. We could have asked someone else to get one or two of the artifacts. It was time for us (well, for one of us) to play the role of a hooded man giving quest to a group of adventurers. But we would have to choose our hirelings carefully, or else they could cause more troubles instead of helping us. We had no true wizard. We couldn’t read the fate of random travelers from the stars nor could we read their minds undetected, to find the right man for this job. But the hooded quest-giver doesn’t have to be a mage. He just needs a spy.

The solution for our party (invented a bit late) would be like this:
1. I, as a gnome – a character that was hardest to notice (we lacked a halfling, which would be best for this job) – go around taverns, talking with random groups of people. During dialogue I rate their usefulness: their abilities, character and honesty.
2. We choose the best group. Another one of us, a noble human knight, delegates them to bring one of the artifacts. Not for free, of course.
3. I suggest our Game Master that he could decide the outcome of hiring this group or we could switch to playing those characters for a short time.
4. Two parties are trying to get two artifacts at the same time. Not-enough-time problem solved.

Everyone remembers the old hooded man. No one remembers the spy. And it’s good. A spy should remain unnoticed. No Game Master describes meeting with him. And it’s good. Who remembers some random halfling if an hour after him the quest-giver was met? No one. But the spy could came up later in story. Someone kind of known, but who knows why? Someone asking about recent achievements like he knows something. Helpful, but disturbing.
Remember the spy. Even if he didn’t exist at the start.

 
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Posted by on April 9, 2012 in tips & tricks

 

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