06-21-2017, 11:58 AM | #41 | |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: Need help with some stuff with Ritual/Path magic.
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06-21-2017, 12:52 PM | #42 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Need help with some stuff with Ritual/Path magic.
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06-21-2017, 01:03 PM | #43 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Need help with some stuff with Ritual/Path magic.
And arguably magery. In that magery is capped at 3 in many games and is very similar to a talent.
Talents are fairly firmly capped at four, though many GM's don't enforce it.
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06-21-2017, 01:10 PM | #44 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Need help with some stuff with Ritual/Path magic.
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06-21-2017, 03:31 PM | #45 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Need help with some stuff with Ritual/Path magic.
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06-21-2017, 10:59 PM | #46 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: Need help with some stuff with Ritual/Path magic.
Could one possibly mix regular RPM and Symbol-Drawing(RPM)?
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06-22-2017, 02:02 AM | #47 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: Need help with some stuff with Ritual/Path magic.
Make sort of a hybrid world where the symbol version would be used more frequently by those who me are magically inept or at least more so than adept practioners.
but because of the sheer ability the symbol drawing a lows you to much easier time to focus energy at the price of lots and lots and lots of time. So possibly allow you to cast like normal, but when you need "those big jobs done" like restoring a broken house, or breathing life back into a burned forest, etc. One could draw said symbols and use it. maybe? I don't know really. I'm in over my head and trying to decide 110% on the avaliable magic in my game starting later this week. magic is not my strong suit hahaha. |
06-22-2017, 09:57 AM | #48 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Need help with some stuff with Ritual/Path magic.
You mean make both available? Sure. The only decision you'd have to make is whether Magery (Ritual Path) and the Path skills had to be bought twice or were shared between the two core skills. If you choose the latter, note that it makes RPM casters even more versatile (since they need only buy a single extra Hard skill to have access to a new, more stable form of casting), so you might want to tack on an Unusual Background of some sort.
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06-22-2017, 02:40 PM | #49 | |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: Need help with some stuff with Ritual/Path magic.
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06-22-2017, 04:50 PM | #50 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Need help with some stuff with Ritual/Path magic.
Well, for RPM + Technomagic, I suggested UB = 20% of (cost of Magery + Ritual Adept), but those two systems are significantly different, so you're getting a lot more flexibility. For RPM + Ritual Symbols, I'd probably halve that (so, 4 points for adepts and then effectively a leveled perk for mages). Or if that's too complex, you could just go a flat 5 points for non-adepts, 10 points for adepts.
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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} |
Tags |
magic, monster hunters, path, ritual, ritual path magic |
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