06-19-2017, 01:53 AM | #31 | |
Join Date: Aug 2015
Location: Everywhere and Nowhere
|
Re: Need help with some stuff with Ritual/Path magic.
Quote:
I wasn't thinking of it as "you cannot raise your skill above X" But thank you. That's pretty much my question answered. |
|
06-19-2017, 08:17 AM | #32 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: Need help with some stuff with Ritual/Path magic.
Quote:
When you cast an RPM ritual most of your rolls are "gathering energy". You make a roll, and see how much you succeeded by. You gather that much energy and roll again, until you have enough. That mechanism alone makes an 18 quite a bit faster than a 15. But its stronger than that. every 3 rolls you get a -1 to all other rolls, and if you fail more than two or three times, you may as well not cast the spell: its quirked into weird shapes. So not only do you get more energy per roll, you keep rolling longer. effective skills of 15 can gather about 20 energy or so before you start to get nervous. with an 18 you can get to 60 energy without about the same concern. And 60 energy is where RPM starts to explode in versatility. If you've ever played MH with the template Witch, you tend to try and avoid using your 15's for any heavy lifting, relying on your 16 and 17: its really the fat part of the curve for RPM.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
|
06-19-2017, 04:21 PM | #33 | |
Join Date: Aug 2015
Location: Everywhere and Nowhere
|
Re: Need help with some stuff with Ritual/Path magic.
Quote:
I know that an 18 is better than a 15. that was an example above of if that 18 was set to a 15 for cap skill, then having an 18 doesn't do anything different. |
|
06-19-2017, 04:29 PM | #34 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Need help with some stuff with Ritual/Path magic.
Quote:
All I'll add to the list above is that using the decanic modifiers (from the full RPM book) can be an easy way to get a 10% reduction in the cost of your rituals, by simply wearing appropriate ("expensive and reusable") jewelry, clothing, etc., for the decans which matter to you.
__________________
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} |
|
06-19-2017, 04:58 PM | #35 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Need help with some stuff with Ritual/Path magic.
Quote:
As an example, take the MH4 magician (a 200-point hero). Spend the 20 advantage points on Conduit 4. Take Path of Energy-18*, Path of Magic-17*, and the others at Path-11. Take Innate Attack (Projectile)-15*. Spend 4 quirk points for +1 to Path of Magic and another for Ritual Mastery (Fireball). * Includes +4 from Conduit. It's almost trivial to find a +1 Place of Power and to afford a single +4 grimoire. So you create your Fireball charms at home with a Path skill of 18 (base) + 2 (Ritual Mastery) + 1 (Place of Power) + 4 (grimoire) = 25. That's enough to comfortably pull off 115-energy missile spells with ease! Accurate Fireball: Greater Create Energy (6) + Lesser Control Energy (5) + Damage, External, 12d burning with Guided and Increased 1/2D x10 (25). 108 energy (36x3). Your Thaumatology skill is 14, but 18 for the purpose of Energy/Magic rituals only, so that gives you a total of 20 charm slots, 4 of which must be Energy and/or Magic rituals. That means you can easily use 10 of them on ready-to-toss Accurate Fireballs (that you throw with Innate Attack skill 15), leaving 10 free for whatever else you want to be able to cast. Admittedly, you aren't going to be amazing at anything that doesn't involve general magic or energy manipulation, but that still leaves a lot of tricks in your toolbox.
__________________
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} |
|
06-20-2017, 03:09 AM | #36 | |
Join Date: Aug 2015
Location: Everywhere and Nowhere
|
Re: Need help with some stuff with Ritual/Path magic.
Quote:
That is quite powerful though. |
|
06-20-2017, 02:00 PM | #37 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Re: Need help with some stuff with Ritual/Path magic.
Pyramid #3/66: The Laws of Magic.
Quote:
__________________
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} |
|
06-20-2017, 03:25 PM | #38 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Need help with some stuff with Ritual/Path magic.
Quote:
|
|
06-21-2017, 02:52 AM | #39 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
|
Re: Need help with some stuff with Ritual/Path magic.
Alright. I bought the article. I'm glad that I did. It's pretty much indispensable now.
I do have a couple questions though. PKs example had conduit at lvl 4, I thought talents had a cap of 3? And in the section of ritual symbols on pg 13, why does it change farm creation time to 2 hours? That seems a bit excessive to me. What am I missing there? And lastly (for now), the perk, mighty spell, what is its text? It may be because I'm extremely tired, but I can't seem to find how it works. |
06-21-2017, 05:06 AM | #40 | |||||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Need help with some stuff with Ritual/Path magic.
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
GURPS Thaumatology: Magical Styles (p. 27) explains it.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|||||||||
Tags |
magic, monster hunters, path, ritual, ritual path magic |
|
|