10-15-2013, 12:21 PM | #31 | |||||
Join Date: Sep 2004
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Re: Power-Ups for RPM?
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Additionally casters could usually replinish their mana levels every turn with Mana Enhancer level 2 (essentially Extreme Regeneration Fatigue) and got a +5 to their skill level which would reduce the fatigue cost of a spell by -1 for personal buff spells. Yeah failures/crit failures were nastier but they could generally count on it not being TPK nasty as much as a challenge moment for most games. For RPM Mana Enhancer is a straight +1 to your energy accumulation rolls and no other campaign switches are turned on or off, and thus has to be compared to other ways to purchase just a straight conditional +1 to skill. Quote:
What I never wanted was the price of mana enhancer RPM turning into rpms version of the Regrowth advantage which was incorrectly priced at 40 points and later largely replaced with the Unbreakable Bones advantage for 15 points. Or the Gunslinger advantage which got a text expansion in a later booklet to make the 25 point investment a better deal than it was initially, once players started to really dissect the gunslinger advantages math on the forums. Quote:
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Rarely and with copious amounts of coffee I occassionaly make sense...not with any great frequency mind you but on occassion ;) |
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10-15-2013, 01:13 PM | #32 | |||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Power-Ups for RPM?
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[QUOTE=Nosforontu;1662498]Its not that I think it would be broken, but rather or not the player was getting full value from the 20 points compared to spending it any other way to get that +1 Place of Power bump to his skill levels in RPM. Ruling that it essentially gets the 1 yard radius enhancement rather than the more restrictive [Personal] area of effect I think goes a long way to alleviating my personal concerns when looking at the games math. That could work. Quote:
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:-) I'm not considered sapeitn (IQ 6+) till I've had my first cup at least.
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10-15-2013, 02:00 PM | #33 | ||||
Join Date: Sep 2004
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Re: Power-Ups for RPM?
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It was less magic as powers but more a case of cool supernatural power sets are the rule of thumb for this game instead of actual magic, except for the Avatar Last airbender inspired Elemental Wizards who were a campaign side note. |
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10-15-2013, 02:15 PM | #34 | ||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Power-Ups for RPM?
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Very Common: All magic in the setting. 30 points/level. Common: Specific path or effect. 20 points/level. Occasional: A specific combination of effects (i.e., Sense Mind), a narrow focus of a specific Path (e.g., all fire effects from Path of Energy). 15 points/level. Rare: A specific ritual. 10 points/level. I might be tempted to reduce each level by 5 points, but I don't know what that would look like in game play. Quote:
:-) Coolness.
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10-15-2013, 02:29 PM | #35 | |
Join Date: Sep 2004
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Re: Power-Ups for RPM?
Yeah it was our expectations that the skill bumps from the advantage was almost a side note to the value of having magic stuff still working when normally it wouldnt.
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I've treat it that way. Charms and conditionals are bound by the effects of the Magery. You might want to exclude them for the same reason magic excludes such effects on enchanted items: ease of game play. Thanks, it was essentially a campaign world that was high in supernatural content but with fairly low magic (salt water was a low mana zone, the deep ocean was a no mana zone etc). The idea was that every 5 centuries or so the dominant Supernatural template of the world would rise and fall only to be displaced by the next template. The characters were fledgling Noble Dead which 13 years ago was the dominant template which had been overran by the "Dawnbringer" essentially a vampire esque fantasy game only with the characters playing for the loosing side and that most of the time Animate Dead rather than Noble Dead would be created (character must critically succeed on an average of HT/Will roll to become Noble Dead), and a campaign assumption that all starting characters had critted. The other assumption was that Undeath took 13 years to process because that was the length of time for the very first Undead character to be raised in that game verse. |
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10-15-2013, 03:05 PM | #36 | |||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Power-Ups for RPM?
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10-15-2013, 03:20 PM | #37 | |
Join Date: Sep 2004
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Re: Power-Ups for RPM?
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Overall of the ideas that you have offered for a 20 point cost overall I like the idea of a 10 point Talent tweaked out for area effect the best as it would package a reputation bonus to it as well which seems fitting for a walking Place of Power. I probably would stick -20% modifier like Nature on it and counter balance it with Selective 20% in play to keep the value roughly equal. |
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10-15-2013, 03:23 PM | #38 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Power-Ups for RPM?
Okay. No problem.
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10-15-2013, 09:15 PM | #39 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Power-Ups for RPM?
Well thanks for the acknowledgement and thoughts on Control (Magic). That thread is around here somewhere and I recall debating with a few people on ther cost till everyone posting got the reason it was at 40 was it pretty much covered everything in a fantasy setting. But the point cost was never blessed so is not RAW, just what I thought was fair.
FYI I built my Magic as Powers system as Rank 1 to 5 with each Rank a level of Control so 40 to 200 points and then spells as AA off that. So you could possibly even make B-Dog happy with level 1 to level 5 spells. As for the Mana Enhancer an other stuff, keep in mind my mention of CM (Dedicated Controls) to get around the Affects Others enhancement. The reason I came up with that was I did not want to have to buy the ER with enhancements that increased the cost to let others use your pool. A flat 10 points seemed workable and treat the Trees like a vehicle or building. I think 20 points is ok for the advantage but not sure I like it for fluff reasons. So far the Natural caster and Magery seem the best fit for the setting and concept. It means my trees dont power a few big rituals a day so much a there likely to power a lot of rituals and can be used by most everyone in the village at one time or another. This actually makes them more useful and more a valuable resource to protect which I like.
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10-15-2013, 11:42 PM | #40 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Power-Ups for RPM?
Speaking of Compartmentalized Mind what do you guys think using it only to Gather Energy is valued at? Or only to use with RPM?
I tend not to give very much but am curious on others views.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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