09-11-2017, 02:01 AM | #21 | ||
Join Date: Sep 2017
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
Quote:
Quote:
I will go with classic RPM threshold with energy accumulation if I won't figure out anything else. It's very solid and represents close enough what I want. Most likely I would introduce extra dice for accumulation, depending on wind of magic. Effect shaping RPM is also strong candidate. It looks like it would be the simplest to manage in game. Very fluid to represent all the variables to casting, be it some idea of wind of magic, place of power etc. which all comes to extra + or - to skill roll and fast enough since it would be resolved in a single roll. Then bolt on the usage of threshold or corruption for fast casting. |
||
09-11-2017, 02:27 AM | #22 | |||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
Quote:
Quote:
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|||
09-11-2017, 10:26 PM | #23 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
WHF? Please define, thanks!
__________________
I'm a collector, not a gamer. =) |
09-11-2017, 10:40 PM | #24 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
It's "Warhammer Fantasy" and he's specifically referring to their magic system (I think)
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
09-12-2017, 01:11 AM | #25 | |
Join Date: Sep 2017
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
Quote:
Then googling for inspiration and discovering Warhammer fantasy had winds of magic and Stormlight archive had similar magical storms it just made me go "Oh...". Great sources of ideas though :). |
|
09-12-2017, 04:43 AM | #26 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
09-12-2017, 04:59 PM | #27 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
Quote:
|
|
09-12-2017, 11:15 PM | #28 |
Join Date: Aug 2004
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
I would argue for energy accumulation, with a lot of fluctuation in the Mana Zone. Mana storms would be some sort of wild mana. The ability to cast in combat without charms can be covered by having the equivalent of powerstones. That is, instead of accumulating the magic on the Fly release the magic that you have stored previously. This is also the way that RPM magery works. Also, play up the quirks subsystem of the energy accumulation method for extra wildness in the magic.
|
09-13-2017, 09:01 AM | #29 | |
Join Date: Sep 2017
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
@evileeyore Didn't know about that. Thanks for the tip.
Quote:
As a little update, I did flesh out how the effect shaping could work. First, the following Winds and their corresponding paths and domains:
It is fairly similar enough to cover RPM Paths, but with some deviations and splitting of effects. Next, a table of Winds of Magic: Roll 4d6 ---- Modifier 4 ---------- (Twisted Mana) Reroll for modifier 5 ---------- (-9) 6 ---------- (-8) 7 ---------- (-7) 8 ---------- (-6) 9 ---------- (-5) 10 ---------- (-4) 11 ---------- (-3) 12 ---------- (-2) 13 ---------- (-1) 14 ---------- (0) 15 ---------- (+1) 16 ---------- (+2) 17 ---------- (+3) 18 ---------- (+4) 19 ---------- (+5) 20 ---------- (+6) 21 ---------- (+7) 22 ---------- (+8) 23 ---------- (+9) 24 ---------- (Wild Mana) Reroll for modifier The table covers zones from Very low mana to Very High, with 2 special mana zones at critical rolls, indicating a storm. GM could roll once a week or several times a day, depending on the area of the world. Effect Shaping: - Spells have modifiers anywhere between -2 and -20, with an extra -10 on top if you want to cast them in 1 second. Two options of integrating threshold mechanic for fast casting:
Personally, I like better the first method. You can use the calamity rolls as they are and it is also easier to keep track of tally that goes only up to 30. Magery works as is in effect shaping. But I could see it go two ways either as some sort of limitation of the ability to tap into Threshold or the opposite - allow extra positive modifiers up to Magery level as a dangerous way to further exploit winds of magic, where the modifier value would be taken as extra tally or better yet, corruption points. I would go with allowing extra positive modifiers, to have a chance of offsetting (or empowering) the extra modifiers Winds can carry. And as a lure of that extra power, that of course corrupts. |
|
09-13-2017, 09:34 AM | #30 |
Join Date: Feb 2011
Location: Cambridge, MA
|
Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
My big mistake when first trying RPM was introducing it in a game where only one PC was a mage. About 75% of game time was spent with everyone watching that player do stuff: making rolls, proposing new rituals that could solve whatever predicament the party found itself in, determining effects and interactions, strategizing ways magic could solve problems, deciding whether a certain ritual was "fair" or whether the rules support it, etc., etc.
A lot of this was bad GM-ing on my part, of course. I could have just cut that player off every time and tried to come up with reasons to say "no, you can't do that because...", and eventually I told him he can only cast rituals in-game that we had already previously agreed upon (this weakened the mage significantly, which didn't really matter because he remained many times more powerful than the other party members), which helped. I also tried to simplify RPM by not including charms. This too was a mistake, as many people here on the forums pointed out, because a big part of the balancing factor for RPM seems to be the existence of other mages who can dispel your rituals or turn them against you, and they need to be ready to do that with charms if it's an action-packed type of game (this was meant to be an Indiana Jones style pulp action campaign). I kind of gave up on RPM after that. I've had a lot of luck with the standard Magic system, having used it for decades now. It's actually part of what originally drew me to GURPS. I have had no difficulty modifying it for various games by excluding certain spells, writing lots and lots of new spells, and using some of the many good suggestions in Thaumatology for modifying the basic system. Some of these modifications can create a totally different "feel" to magic and make it suitable for all kinds of games. |
|
|