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10-12-2016, 05:11 PM | #11 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
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I now have a new PC to write up. Thanks.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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10-13-2016, 01:58 PM | #12 | |
Join Date: Dec 2006
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
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As for multiple magic systems- we have done them in our games and had minimal issues- but you should figure out how the magic systems are going to interact with each other (What will a lesser destroy magic do to a force dome, how much gathered energy does it take to cancel 1 point of spent spell FP, etc). Sorcery will actually integrate in pretty easily with stock magic since it is using advantages, but the sorcery<->RPM interaction will need to be addressed (how much extra energy translates to a -1 to nullification attempts, and similar) |
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10-13-2016, 02:17 PM | #13 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
RIFTS is hardly the only kitchen sink setting around, published or otherwise.
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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 |
10-13-2016, 03:50 PM | #14 | |
Join Date: Dec 2006
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
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Kitchen sink, crapsack world, tattoo magic as one of many magical systems, monster run atlantis, and reference to a 'Rifts Shifter' as a previous character who will be ported across. Looking for it to NOT be RIFTS is stretching. |
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10-13-2016, 04:01 PM | #15 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
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Though the rest would have precedence in lots of places.
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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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10-13-2016, 04:49 PM | #16 | ||
Join Date: Jun 2006
Location: On the road again...
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
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But yes, this is for my GURPS Rifts game. :) Still, I take it that the biggest concern is "how does X's counterspelling affect Y"? Any thoughts to help streamline things so that I don't mess up too badly when enticing others or potential players that lurk?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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10-13-2016, 05:10 PM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
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RPM systems seem to prefer the hammer approach and compare power to power. Set a skill penalty to Counterspell or Ward based on the power level an an RPM casting, say -1 per 10 energy. I house rule a -5 to Ward and Counter spell if you do not know the spell. For RPM to counter College magic stick with the Hammer approach. Disrupting most ongoing spells would be a Lesser Effect but Greater for those that require Remove Curse or other special considerations.
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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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10-13-2016, 07:17 PM | #18 | |
Join Date: Dec 2006
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
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Thus anything that attempts to dispel a magical effect works on a penalty to skill:10 energy trade. IE: RPM wizard wants to suppress a magical item that is built with skill 15. 10 energy lesser effect, and it's off (skill reduced to 14, magic items need skill 15 to keep working). RPM wizard wants to suppress a magical item that is built with skill 20 60 energy lesser effect to turn it off (again skill reduced to 14). Magic as skill mage wants to dispel an RPM ritual (normal casting)- just cast and done. Magic as skill mage wants to dispel an RPM ritual with 50 extra energy put into it- roll at -5. Magic as powers mage wants to neutralize a magic as skill mage's glue spell- roll neutralize normally Magic as powers mage wants to neutralize an RPM mage's 'lesser strengthen chance' ritual granting +3 to his side of combat and has 50 extra energy, roll neutralize at -5. The same would apply if you also allow imbuments. Hope that helps. |
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10-13-2016, 07:31 PM | #19 |
Join Date: Feb 2009
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Re: Problems mixing Magic-magic, Sorcery, Path/Book, and RPM Magic in the same game?
This thread will help! Maybe. Results not gauranteed
http://forums.sjgames.com/showthread.php?t=136072 |
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magic, thaumatology |
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