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Old 02-08-2016, 06:48 AM   #97
PK
 
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Default Re: GURPS Thaumatology: Ritual Path Magic

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Originally Posted by Hellboy View Post
If the skill a Path defaults to is either Ritual Magic or Thaumatology, is there any sort of benefit to having both of those skills high?
That is never the case with RPM. It always defaults to a single core skill.

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Like I would think someone with RM 20 and T 20 might be slightly better off than someone with only one of those at 20.
You could always allow one to act as a mandatory complementary skill for every ritual.

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In Hellboy it only defaults to Ritual Magic, the Thaumatology skill was present but didn't work.
I think you may be confused. "Ritual Path magic" did not exist until 2011, long after we released the Hellboy RPG. You seem to be confusing it with Hellboy's "ritual magic," which is now known as "Path/Book Magic."

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Also I think it was in theory possible to buy a Path directly even if you could not cast any other paths because a 1/2 point only let you ID rituals and you only needed ritual magic 12 as a prereq to select a path.
That was how ritual magic worked in Third Edition, yes. But this is a completely unrelated system and also a new edition.
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