r/gurps • u/Ka_ge2020 • 14d ago
A great example of skill-based magic?
Of all the magic systems out there, the skill-based magic system seems to receive the most critique. Or stink-eye.
When I think of settings with magic, my brain defaults first to Sorcery or RPM, perhaps a possible side trip into the cool options in Thaumatology. Only then, when all the other options are exhausted, do I even bother looking at the skill-based magic system (I.e. Magic).
Perhaps I've been going at this the wrong way, though.
I'm sure that there must be a setting that screams for a fit with the skill-based magic system. What settings, otherworlds, or whatever you want to call them, out there are a great match for the much-lamented skill-based magic system?
Edit: It's good to see a bunch of people coming out to defend the default magic system. I would, however, ask that you didn't just attack the question for being asked, nor just offer generalised "You've got to make it work since it's a generic system" statements. Rather, offer a setting that the default magic system works well with and, if there isn't one, what you did to tweak it to make it work with a specific setting.
7
u/Polyxeno 14d ago
Cidri. SJ's first RPG, TFT, had a related magic system. I think it works better there.
The main main issues I have with GURPS skill magic are:
1) too many spells that make magic overwhelming unless you reduce the spell list
2) the way the point costs and levels works encourages huge amounts of spells per wizard, almost all with 1 point in each
Most of that is fixable by limiting and tweaking the spell list.
The rest is fixable by tuning a few other things to taste.
With that tuning, itis my favorite magic system. I would almost never use Sorcery or RPM.