Quote:
Originally Posted by A Ladder
I like the flexibility of RPM and that it is a magic system that's not just a menu to choose off of but more of a build the spell you want. I just don't see why you can't have flexible magic and be able to use it in GURPS's combat time scale.
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RPM was built the way it was to stop someone from spending 30 minutes of
real time every turn building a new spell.
My House Rule: Only Known Rituals can be cast via Ritual Adept. Ritualists get one Known Ritual per character point spent in a Path for free. They may also purchase the Perk: Known Ritual [Specific Ritual]. I didn't put any limits on this Perk.
You could also do something I was thinking about
: give Ritual Adept (Time) a third and fourth level. Third drops the time element to 1 second for the first pass and makes taping one Energy source take no time if done in conjunction with a Gathering Energy roll, level 4 reduces all passes to 1 second and allows the Ritualist to tap one Energy Source without needing to Gather Energy*.
* I was still going to limit Ritualist to only one spell per turn without Altered Time Rate.