This not only allows you to cast more powerful missile spells, but also can increase the "upper limit" of non-combat spells as well. GURPS 3rd Edition GURPS 4th Edition GURPS Zines GURPS Advertisements A B C D E F G H I J K L M N O P Q R S T U V W. That means that someone with Magical Aptitude 3 could cast a 9d6 Fireball from the start!Īnd Magical Aptitude now can be increased beyond 3. GURPS 3rd Edition: Covers Index Back to GURPSLand. In 4E, while they can still pump up missile spells for up to three turns, they now can put a number of energy points into the spell each round equal to their Magical Aptitude. In 3E, they had to pump up their spells for three turns so that they could cast a Fireball doing 3d6 damage. And Strength is cheaper now (only 10 points/level), so really strong fighter types who dish out lots of damage are viable character builds.Īnd combat mages get more powerful, too. You can also reduce the defense values of your enemy by taking a penalty to your attack roll, making it much harder for mooks to avoid your blows. Sure, this will result in a penalty to your attack roll - but really good sword fighters should be able to manage this. So having characters with lots of hit points is fairly easy now.īut it's now also possible to attack twice per round without sacrificing defense. Well, Extra Hit Points only cost 2 CP/level now. But if you have more specific questions, don't hesitate to ask! Really, I think the new edition is just an all-around improvement over the old (which already was pretty good). Characters with 300-400 points shouldn't be too troublesome now. The whole system has also been reworked so that it works well for more cinematic or high-point games. I normally dislike "crunchy" RPG books, but this book is sheer brilliance. Some examples are given in the Basic Set as the new psionic powers, but to really understand how flexible this system is and what you can do with it you should take a look at GURPS Powers. There is an all-new system for creating new, united groups of "powers". Two stand out: Innate Attack, which finally allows you to model any kind of damaging attack, and Affliction, which allows for all kinds of other neat effects. All Advantages and Disadvantages are now in the Basic Set, including supernatural and really weird ones. A reworking of the costs of Damage Resistance and Extra Hit Points that make more sense. Though there are still differences between easy, average, hard and very hard skills, they now all have an identical point progression, whatever attribute they are based on: 1 point for the first level, 2 for the second, 4 for the third, and +4 for every additional level. That makes min-maxing attributes a lot more difficult. 10/level for ST and HT, and 20/level for DX and IQ. Attributes now cost a flat amount of points per level. In my opinion, pretty much all of the major annoyances of the old edition were removed.