06-11-2017, 04:02 AM | #1 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Need help with some stuff with Ritual/Path magic.
As the title suggests, I'd like some help with the Ritual/Path magic. Namely the one in monster hunters 1.
I like the way this system works. I think. But there are some things that I don't quite understand... For example. Say the regular magic spell, pain. It's resisted by an HT roll. How is this done in Ritual/Path? I don't remember seeing anything in there anywhere... Also how does the modifiers work? Do you use all applicable modifiers? Or do you only use the ones that you want to use? I am confused. I would also like some examples. Preferably starting simple, and working to more complicated that way I can try and reverse engineer how it works. Like for instance, a group heal for anyone within say 3 yards for say 2d HP. What modifiers would you use. Would you use the one referring to weight? I don't understand at all even where to begin. |
06-11-2017, 08:52 AM | #2 | |
Join Date: Jun 2013
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Re: Need help with some stuff with Ritual/Path magic.
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Lesser* Restore Body (4) + Healing, 2d (4) + Area Effect, 3 yard radius (3) + Subject Weight, 300 lb (3). Total energy is 14. For Subject Weight, this is needed any time you are directly affecting someone's body or a physical object, but not otherwise. With Area Effect, you only need to pay for the Subject Weight of the heaviest target - the above spell will affect anyone within 3 yards that weighs 300 lb or less. If you don't want to heal enemies in the area, you'll need to pay extra energy to make an exception. A thread that may help you is here, where people post worked-out RPM rituals for help/discussion. That should give you a good idea on how RPM rituals are designed, and how they work. *Lesser/Greater is determined based on how much HP is restored, and 2d falls under the threshold at TL8. Personally, as an area effect is much more world-bending than a single target - the latter is basically just ultra-quick First Aid - I'd increase this to Greater, but that's a decision for the GM. If you agree that this should be Greater, the above spell instead costs 42 energy, due to the x3 multiplier for having a single Greater Effect.
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06-11-2017, 09:28 AM | #3 | ||
Join Date: Sep 2007
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Re: Need help with some stuff with Ritual/Path magic.
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That is, they're part of a spell design system. If you want to have an Area Effect, Range further than touch, Duration longer than instantaneous, affect large objects (Weight), etc., then you need to pay for the appropriate modifiers to match your desired effect. RPM does _not_ start with the spells in GURPS Magic as a default baseline that you then change with the modifiers. In this sense, it's its own system. The "default" values for the modifiers don't come from Magic spells. They're the 0-point values in the table (Momentary duration, 10 lbs weight, etc). Quote:
Lesser or Greater depends on how natural and believable the result is. The split here is really dependent on your setting and genre. RPM was originally created for Monster Hunters, so it's most at home in a secret magic wainscot setting. Thus, RPM rules put some emphasis on subtle magic that could have been normal, as opposed to flashy magic that's clearly not normal (fireballs). It's reminiscent of Mage: the Ascension and that setting's distinction between "coincidental" and "vulgar" magic. If you're using RPM in a D&D game, you might be throwing flashy magic around all the time. And depending on what the GM wants, that might not even be Greater magic because "magic is natural; everybody does it". (Though at some point balance starts to demand that those fireballs cost a lot of energy.) The RPM book has a grimoire of 50+ example spells (p38 - 51). There have been a number of past threads collecting RPM rituals, or debating which path(s) and Lesser/Greater should apply to build particular spell effects. |
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06-11-2017, 02:50 PM | #4 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Need help with some stuff with Ritual/Path magic.
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If you go to my blog and look at the ritual path magic tag you'll find a LOT of entries that may be helpful.
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06-15-2017, 12:24 AM | #5 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: Need help with some stuff with Ritual/Path magic.
Alight friends. I went and bought the book. I've read it pretty much over to cover and I love it.
I only have two questions. My concern is is there a way to make the recipient of the spell resist at a lower number? Perhaps by paying more energy into the spell? I'm not quite sure if I skipped it, but I don't think I did. Any thoughts? My next question, is how does one raise their effective path skill with the limit above 12? I know Margery and such raises it. But how does one cast at say a 14 or a 15 without investing 100+cp into the various base skill+Margery? For example, it'd be nice to be able to make mana batteries, and charms, and elixirs at a decent skill level along with combat fireballs at a 15 etc. |
06-15-2017, 10:22 AM | #6 | ||
Join Date: Sep 2011
Location: Sweden
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Re: Need help with some stuff with Ritual/Path magic.
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06-15-2017, 11:03 AM | #7 |
Join Date: May 2009
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Re: Need help with some stuff with Ritual/Path magic.
It costs 18 points to raise one Path skill one level. This assumes you have spent 4 points in each of Thaumatology and the Path skill.
Those 18 points get you one rank in each of Thaumatology and the Path skill and one level of Magery. If you want to increase all of you Path skills it's cheaper to buy IQ and Magery for 30 points. My counter question would be how much should it cost? Given the huge range of effects that can be achieved with even a single Path it seems appropriately costed. In my experience RPM mages are amazingly effective, sometimes even disruptively so. There is also equipment and Perks that are spell specific that can be bought for an even more focused spell caster.
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06-15-2017, 12:03 PM | #8 |
Join Date: Sep 2007
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Re: Need help with some stuff with Ritual/Path magic.
The RPM skills and Advantages are meant to soak points. There's no point cost for individual spells, after all. So compare to the costs of a set of superpowers or a Modular Ability.
(Also helps to remember that MH was designed as a 400-point game. An RPM mage might not scale down to 250 or 150 or 100 points and still seem like a kick-ass generalist. Which isn't necessarily a bad thing; just depends on your game.) |
06-15-2017, 02:17 PM | #9 | |
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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I ran a bit of a 250 point fantasy game with RPM and Powers as Magic, and they felt solid next to each other... with PaM feeling a little under powered, so the PaM character was beefed up a bit after a few sessions (Three characters, one RPM only, one PaM only, one a mix of RPM and PaM. The pure PaM character ended up over 300 points). |
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06-15-2017, 03:15 PM | #10 | |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: Need help with some stuff with Ritual/Path magic.
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Tags |
magic, monster hunters, path, ritual, ritual path magic |
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