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Old 12-13-2019, 08:58 PM   #22
AlexanderHowl
 
Join Date: Feb 2016
Default Re: [RPM] Learning the system

I have been converting the Mage the Ascension system to RPM, and it works fairly well (much better than the default rules from Mage the Ascension). Lesser effects are equivalent to coincidental magic, greater effects are equivalent to vulgar effects, and botches are equivalent to paradox backlash. Even the rotes tend to work out.

The advantage of using the magical framework of Mage the Ascension is that the Paths tend to make more sense than the default Paths of RPM. The nine Paths are Correspondence, Enthropy, Forces, Life, Matter, Mind, Prime, Spirit, and Time. When it comes to translating effects between the two systems, Chance is Enthropy, Crossroads is divided between Correspondence, Spirit, and Time, Magic is Prime, and Undead is Matter and Life.

Where the RPM rules really shine though is when it comes to ongoing effects, conditional rituals/elixirs, and magical gadgets. Since there is no real penalty for ongoing effects, RPM becomes one of the more powerful magical systems in existence. Paradoxically, since magical gadgets require conditional ritual/elixir slots, as well as CP, it is also balanced when it comes to magical items. I do not really know of another magical system in existence that balances the two extremes so well.
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