Author Topic: GURPS 4th Ed.  (Read 1475 times)

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ckafrica

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GURPS 4th Ed.
« on: December 02, 2008, 02:50:30 AM »
I'm thinking about running a gurps fantasy game and I want to know what experiences people have had with magic system vs. advantages. I haven't played gurps in over 10 years so I'm a tad rusty, but the magic "million spells for the 3 you really want"' used to annoy me. I'm tending towards the advantage route requiring FT expenditure for anything supernatural. Any people have any insight?

archangel.arcanis

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Re: GURPS 4th Ed.
« Reply #1 on: December 04, 2008, 04:21:42 PM »
i played in it once but we all used the psi system instead of magic, because the magic system seemed a bit convoluted to us.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

ogre

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Re: GURPS 4th Ed.
« Reply #2 on: December 19, 2008, 02:34:27 AM »
I'm a veteran Gurps player through three editions and i've never been a huge fan of their magic system. My advice would be to kitbash up your ownor buy Gurps powers and use them as magic.