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Old 08-14-2015, 10:54 PM   #26
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: Low CP Characters: Start small, Grow often

Quote:
Originally Posted by VariousRen View Post
Healing: Field medic style magic is almost entirely untouched, chant magic allows a caster to throw major heals around every few rounds (20-skill seconds to cast) without any time penalty and get people back on their feet.
Hmmm. Interesting. Ok.

Quote:
Originally Posted by VariousRen View Post
Long Term Healing: It really isn't as harsh as it looks on the face of it, because extra time can be used to offset the penalties (but not gain a bonus to skill). An hour of study knocks off -1 of the penalties, up to 30 hours knocking off -5. A successful casting of Body Reading halves these penalties (making it critical to a good long term healer). In play, this ends up meaning 3 days of study on an injured person, then casting a major healing for 8HP, rinse and repeat. It has struck a good balance between having a high HT score for good healing rolls, and magical healing to get you on your feet.
So you have low-level healing with high penalties, but it never really comes up in game play because everyone always takes the max time to reduce the penalty? I suppose if that's the flavor you are going for it works (high skill healers are better in general than anyone else because they can soak the penalties).

Quote:
Originally Posted by VariousRen View Post
It also has two other benefits. Cleric style casters (Spell casters with chant magic and one college (Healing)) need to have a large supply of FP on hand during a fight just like other mages, so they can heal wounds right after or during. It isn't good enough to heal them in a few hours once you have time to rest, because then the penalties start to climb. In dungeon crawls it leads to a very nice "Press on injured, or back off for a week" feel. Finally, it explains why there are people with missing limbs, old war wounds, ect in a world where clerical magic is common.
Cool. I can get behind that.

Quote:
Originally Posted by VariousRen View Post
Detect: It was based off of Detect (Occasional: People with Magery, 10), then adding Melee Attack (Reach C, -30%) to limit it to touch. 7 points seems about right in the setting, spell casters have a frustrating habit of not wearing tall pointy hats and robes in this world.
You'd be better off with Detect Spellcasters (Magical, -10%; Touch-Based, -20%) [7] unless you have to be able to make skin to skin contact with you target in which case add Contact Agent (-40%) as well.

Quote:
Originally Posted by VariousRen View Post
Psionics: Based very loosely on the bardic enthrallment stuff, but only in that it was based on skills. None of the PC's have taken up psionics yet, but one of the fights against a skilled psionic felt right, with the PC's being locked out of their body, breaking free occasionally and struggling one or two steps closer before the psionic regained control. It may need to be changed in the future, but for now it seems fine.
Ahh. Ok. Makese sense.

Quote:
Originally Posted by VariousRen View Post
I'm glad that you are interested in the setting! If I had known about ritual path magic at the time, I probably would have used it! Now it's a little late to switch things out, but in the future I'm looking for a game to try it with.
You can always do what I did when switching from spell magic to RPM - have a magical disaster occur and change how magic fundamentally works. :-)
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