08-10-2015, 09:46 AM | #1 | |
Join Date: Jun 2013
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[RPM] [Sorcery] Merging the Systems
Quote:
I'd prefer to have unity in build (so that each ritual doesn't run the risk of needing to be built twice) and effect. I personally prefer the way RPM rituals are built and work to a Powers approach, although I see the need to maintain the Ritual component of the Sorcery modifier (the bit about gestures, words, and/or FP cost) to prevent Known Rituals from being superpowers. Ideally, I'd like to have an energy cost to character points conversion factor. I realize no factor is going to be perfect - Powers and Rituals are simply built too differently. For example, we see above that with a 3d fireball, (Energy/1.4) or so will give us an appropriate character point cost. If we bumped this up to 6d, the Sorcery build is [26] and the RPM build is 30 energy - (Energy/1.15) would be a more appropriate conversion factor here. On the other hand, No-Smell (Sorcery 13) is worth [63], but building it under RPM is either 60 energy or 201 energy, depending on if the GM requires the Altered Traits, or if Greater Destroy Matter alone (along with Subject Weight, Range, and Duration) is sufficient to remove scent. I'm personally leaning toward using (Energy/2) to determine character point cost, primarily because it makes the math extremely easy - divide energy by 10 to determine cost as an Alternate Ability. What do others think? |
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Tags |
ritual path magic, sorcery |
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