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Old 10-04-2013, 05:26 AM   #26
vierasmarius
 
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Join Date: Nov 2009
Location: Oregon
Default Re: GURPS Thaumatology: Ritual Path Magic

Quote:
Originally Posted by Langy View Post
Thought that may be so. Any other way you can think of to improve one (or just a few) effects of a Path, instead of always improving either just a single Ritual or the entire Path as a whole? I kinda like the idea of someone who is good at, say, just Sense (Specific Path) rituals but isn't so good at Create (Specific Path) and all the others.
That might be part of a Tradition. For example, RPM mentions Divination as an example Tradition, which would mostly involve Sense effects.

Another thought would be to treat a single effect as an optional specialization of a Path skill. You'd improve the skill more cheaply, but all other uses of it would be at a penalty. It would still be subject to the usual IQ+Magery cap of course.
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