10-04-2013, 10:36 AM | #21 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] a collection of questions
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10-04-2013, 10:52 AM | #22 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] a collection of questions
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So if you had Ritual Adept (Mastered Spells Only, -50%) [20], you'd cast a small list of known spells in mere seconds -- but any new/improvised spells would take minutes, and would continue to do so until you either created/purchased a grimoire or invested a point into Ritual Mastery. Alternatively, since your goal is really to avoid situations where the player takes 20 minutes to figure out what spell he's going to cast, you could soften this restriction so that the caster got his adept benefits for any spell which he (and thus his character) had previously worked out ahead of time. That would include spells cast directly from Chapter 4 of RPM or any spell he'd cast previously and kept a record of. This would be a much weaker limitation, of course -- call it "Listed Spells Only" for -20%. (Still a generous point break, because the biggest advantage Ritual Adept gives you is flexible, fast casting!)
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10-04-2013, 11:00 AM | #23 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] a collection of questions
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Obviously, I stand behind the enchantment rules. They're what I use in my games and I think they best fit the feel of RPM: Because spells are impermanent, true enchanted items require a serious personal investment. That said, I'm certainly not going to object to anyone else coming up with alternative enchantment systems. I'm just happy to see others wanting to play in the sandbox I built. :)
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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10-04-2013, 11:04 AM | #24 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] a collection of questions
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As an interesting alternative, the GM could always allow the extended duration rules (from the same page) to apply in his campaign, but only when bound to items. Then you could just rule that (say) once you hit a duration of 1,000 years, adding an extra Greater Create Magic effect means the item is effectively permanent. I haven't playtested that, so if you try it, please let me know how it works out for you.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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10-04-2013, 11:05 AM | #25 |
Join Date: Dec 2012
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Re: [RPM] a collection of questions
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10-04-2013, 11:16 AM | #26 | |
Join Date: Mar 2011
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Re: [RPM] a collection of questions
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How much would it cost to get someone to make that for you? Because that staff is worth several million easy. Or a staff of unaging. You'll want to include the perk that allows reverse aging of course, but its still only tenish points. Enchanted items are absurdly powerful. Base money isn't worth it. Amazing services, similar items of power etc. Now how do characters pick up items? You allow people to pick up enchanted items if they "earn" it. Like people could otherwise pick up rewards in play. Auto attunement. |
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10-04-2013, 11:22 AM | #27 |
Join Date: Nov 2009
Location: Oregon
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Re: [RPM] a collection of questions
Alternately, common enchanted items are lasting rather than permanent. That +1 Sword of Poking? It needs to be serviced by an enchanter every few years or the magic will fade. The Necklace of Missiles is just a set of Charms on a string. Etc. If the PCs find a magic item still functioning after being forgotten in a treasure pile for a hundred years, they know it's something *special*.
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10-04-2013, 11:32 AM | #28 |
Join Date: Mar 2011
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Re: [RPM] a collection of questions
That's another good way to do it. Enchanted item are actually long term spells. A sword enchanted to do +3 damage due to a lesser strengthen matter or whatever. These ones someone might actually consider selling too.
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10-04-2013, 11:54 AM | #29 | |
Join Date: Dec 2012
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Re: [RPM] a collection of questions
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Understand, I'm just thought experimenting here. I'm actually really fine with a game where there's a subtle thread of magic that runs from the universe, through the caster, into any items he imbues with magic. |
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10-04-2013, 12:00 PM | #30 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [RPM] a collection of questions
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An Enchanter would be a good candidate for using some of the Alchemy variants or just buying up his allotment with a leveled perk. The long durations is how I lean at the moment for most things thogh. Its easier to recharge by extending the duration and builds a cottage industry of enchantment without filling the world up with perm magic items. I am thinking use the optional duration modifiers in combination with Symbol Casting or just let those types of items be rechrged even if they expire.
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Tags |
magic, monster hunters, ritual path magic, rpm |
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