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Old 10-03-2013, 10:04 PM   #21
Langy
 
Join Date: May 2008
Location: CA
Default Re: GURPS Thaumatology: Ritual Path Magic

Excellent, excellent stuff!

I'm looking forwards to messing around with this once I have the time. Just spent the evening reading it through, and I love it just as much as I expected. Just reading it through gave me a lot of ideas for things I could do...

I'll probably have a thread up next week with a discussion on some alternative things that could be done for RPM (a fleshed out alternative path skills set, use with effect shaping style magic rather than energy accumulating, or maybe a set of rules for 'Knacks', innate traits that require no training but allow people to do, say, Lesser Control Energy effects).

Would it be reasonable to allow someone to buy up a single effect as a Technique from a path skill, and should that be able to go over the Magery limit or not?
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