10-04-2013, 07:14 AM | #11 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [RPM] a collection of questions
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It weakens RPM casters a lot but I think meets your goal.
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10-04-2013, 07:23 AM | #12 | |
Join Date: Nov 2009
Location: Oregon
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Re: [RPM] a collection of questions
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10-04-2013, 08:03 AM | #13 | |
Join Date: May 2008
Location: CA
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Re: [RPM] a collection of questions
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10-04-2013, 08:18 AM | #14 | |
Join Date: Dec 2012
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Re: [RPM] a collection of questions
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I'm fond of a middle ground - one where you can't make up new spells on the fly, but you can do anything with your power. It means that the player needs to write up a list of spells for pre-game approval from the GM, and he can do any of those effects, but he can't slow the game down with improvisational casting. |
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10-04-2013, 08:27 AM | #15 | |
Join Date: Nov 2009
Location: Oregon
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Re: [RPM] a collection of questions
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Anyways, I feel like I'm kinda hogging this thread. I'll hold back from asking anything else for a bit. =P |
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10-04-2013, 08:48 AM | #16 |
Join Date: Dec 2012
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Re: [RPM] a collection of questions
Okay, I'll jump in with a question. Enchantments. The rules are clear, but not very flexible. They work under a set of assumptions about paying points for permanent ownership of magical items not of your own manufacture, and paying points (or the equivalent in training time, tricksy rules writers) to create your own.
How can this be modified, or does it need to be, to better suit a Dungeon Fantasy style of game where magic items are not rare and wondrous, but common and expected? |
10-04-2013, 09:31 AM | #17 |
Join Date: Aug 2008
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Re: [RPM] a collection of questions
I'll say it again: I'm convinced that the enchantment rules for Symbol Drawing can be adapted. I think it'd actually boil down to finding the right multiplier for energy cost and rolling from there. One of these days, I'll get around to doing an analysis of the differences in casting costs between Spells and similar Rituals. That should help determine the multiplier.
Then again, in a DF-style game, while magic items are common, players don't make them; they loot them. So you still don't need - and probably don't want - enchantment rules. But I get where you're coming from, nonetheless.
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10-04-2013, 09:46 AM | #18 | ||||
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, 10:00 AM | #19 | |
Join Date: May 2008
Location: CA
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Re: [RPM] a collection of questions
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10-04-2013, 10:18 AM | #20 | |
Join Date: Nov 2009
Location: Oregon
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Re: [RPM] a collection of questions
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The result of this is that "permanent" enchantments are possible, but gruelingly expensive and always have a defined condition that can break the enchantment. I think that's nicely flavorful and fits many artifacts of legend. |
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Tags |
magic, monster hunters, ritual path magic, rpm |
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