[gurps] Hedge MAgic
Eduardo Alvarez
ppunga at yahoo.com
Sun Jan 20 19:28:21 CST 2008
On Sun, Jan 20, 2008 at 10:29:03PM -0000, n
mccarty-eigenmann wrote:
> Help...
>
> How do I do this in 4e?
>
> Or rather, how do I cost it? I am going with the
40pts as a sop to balance
> to explain the 'special' talents of some races in my
setting.
>
> Anyone?
>
> McE
I think I'll be echoing everyone's thoughts on the
list when I ask you:
what exactly do you mean by hedge magic? My first
instinct is the
definition found in GURPS Fantasy, (low powered
wizards that know only a
few spells) but that may not be what you're looking
for.
If that is right, you could use the template on F119.
However, if you
want to pull something like Xanth, where everyone has
one magic talent
(also like Glorantha), then I'd refer you to GURPS
Powers. Choose an
advantage (I believe there are rules for skills, as
well), and apply a
power modifier (magic). That way, your characters'
magic talents will be
linked to the strength of mana in whatever zone they
are, and its aspect
(if you even use that stuff. I like it a lot.)
--
Eduardo Alvarez
"Stercus, Stercus, Stercus, moriturus sum"
-- Rincewind The Wizzard
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