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03-07-2016, 12:30 AM | #1 |
Join Date: Dec 2013
Location: Seattle, WA
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[RPM] Questions
I really like Ritual Path Magic. After years of playing with it only being a theory, I am now both playing in and GMing campaigns that use it. So I'm really happy about that right now. A few questions/ideas have arisen as a result of working with it for real...
Spell Wards: It says in the book RPM24 that Spell Wards require a Lesser Control Magic affect but nothing else, yet later in the paragraph it goes on to describe rules that have other path skills being used. Overall, I find that section to be short and vague and would really like clarification and ideas as to what it means. Divinations: I think it should be official that yes/no questions don't work with this. It's kind of implied in the criteria to be counter to the spirit of the rule. The penalty is based on "total number of possible answers" and that could even be a more atrocious abuse than the 4 digit PIN given as an example. Greater Sense Mind: I've got a point coming up in the game I'm running where this will be a very important contest between a PC and an NPC with comparable (very high)Path of Mind vs Will scores. (PC is going to be using magic to get all the info he can) I want to say that we go by the rules given for the Advantages of Mind Reading and Mind Probe when running this encounter. Such specifics are not given in the RPM book (One question per Quick Contest for Mind Probe, just for example) I'm the GM so what I say goes, of course, but does that seem fair? Hit Location: Seems to me that for spells that do internal damage, there should be a modifier for targeting a specific body part. (Like the eye or the leg). Thoughts? Resistance: Is there really no modifier to make a spell harder to resist? I will most likely come up with more thoughts about this later but that's what I have for now. Thanks |
03-07-2016, 09:15 AM | #2 | |||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Questions
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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03-07-2016, 09:43 AM | #3 | |
Join Date: Jun 2013
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Re: [RPM] Questions
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I've seen a lot of spells built with Bestows a Penalty for this effect. It's never really sat quite right with me - is it correct that this usage of Bestows a Penalty is illegal in RPM? |
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03-07-2016, 09:47 AM | #4 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Questions
I consider it so, yes. Look at the spell Sorcerous Mark for an example of a fair approach -- if that spell succeeds, the victim has a penalty to resist further of your spells.
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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} |
03-07-2016, 10:26 AM | #5 |
Join Date: Dec 2013
Location: Seattle, WA
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Re: [RPM] Questions
"The ward's creator uses the Path skill and modifiers that were used to cast the ward."
If by Path Skill it means Path of Magic Skill since that's the path used to cast wards then fine. |
03-07-2016, 10:32 AM | #6 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Questions
Well, possibly. There's no reason a ward can't be a small part of a larger spell! If someone uses Path of Magic, Path of Spirit, and Path of Undead to make a ward vs. almost everything, then he uses the effective Path skill for the spell as a whole (in this case, the lowest of the three, at -1).
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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} |
03-07-2016, 10:28 AM | #7 | |
Join Date: Jun 2013
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Re: [RPM] Questions
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If you want to make things nice and complicated, one option would be to figure out which skill level the gathered energy corresponds to (use something like "exceeds 2x Safe Threshold"), then average your actual skill with this to determine the penalty (round toward your skill level). So, let's use a Skill 16 mage. With a 12 energy spell, the spell's "skill level" is 11, so use Skill 14 (13.5, rounded toward actual skill, for 14). With a 200 energy spell, the spell's Skill Level is 23, so use Skill 19. In either case, this doesn't make the spell any more or less likely to be successfully cast - the effective skill is only for purposes of determining the penalty (so it can result in a bonus - for example, if the mage rolls a 16 with that 12-energy spell, he still casts it successfully, but the target resists at +2). |
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03-09-2016, 01:32 PM | #8 |
Join Date: Dec 2013
Location: Seattle, WA
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Re: [RPM] Questions
So you mean apply the hit location penalty to the caster's Path Skill? (or bonus to resist like the other guy suggested) Seems to me that there should be a way to build it into the spell. Extra energy that is based on the size of the penalty somehow.
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03-10-2016, 01:01 AM | #9 | |
Join Date: Sep 2004
Location: Lancashire, UK
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Re: [RPM] Questions
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I would probably require a Lesser Sense Body effect to incorporate it into a spell. |
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03-10-2016, 01:08 AM | #10 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Questions
That seems pretty plasuble for that specific effect. I could go with that.
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