05-21-2016, 07:50 PM | #21 | ||
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Re: Pyramid #3/91: Thaumatology IV
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Yes. This was intentional. I didn't make it explicit and I'm glad that someone saw it without me having to do so.
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05-30-2016, 08:01 AM | #22 |
Join Date: Jun 2010
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Re: Pyramid #3/91: Thaumatology IV
Hey, quick question about the Codex Duello article;
How does the RPM variant work with the rules about attacking - how long is an attack (the one based on mST) supposed to take, how much "energy" does it cost? Duels don't use standard spells, so a RPM duellist isn't gathering energy? I guess giving an example of play for a RPM duel would work. Thanks!
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05-30-2016, 05:45 PM | #23 | |
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Re: Pyramid #3/91: Thaumatology IV
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They are...but not really. The Partition takes care of the energy part.
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06-01-2016, 06:21 PM | #25 | |
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Re: Pyramid #3/91: Thaumatology IV
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06-02-2016, 12:01 PM | #26 | |
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Re: Pyramid #3/91: Thaumatology IV
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06-02-2016, 04:05 PM | #27 |
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Re: Pyramid #3/91: Thaumatology IV
Thanks! And I definitely understand how you might have preferred a GURPS article with full stats for this. Systemless articles walk a fine line between "this fits into any relevant campaign, regardless of its game system and magic system" and "darn it, I'll have to do all of the work to stat this up."
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06-02-2016, 04:46 PM | #28 | |
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Re: Pyramid #3/91: Thaumatology IV
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06-02-2016, 05:10 PM | #29 |
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Re: Pyramid #3/91: Thaumatology IV
My thoughts, a little late:
Generally, differing magic systems and the such are neat, so a Thaumatology issue is a good idea. This particular one... not so much. "Technomysticism", sounds like good enough idea. At least as far as I can tell, since I don't have Monster Hunters, and don't get the template stuff going on here. Some of the general concepts for handling the mix of technology and magic sound good, and I'd look them over if I did any contemporary fantasy settings (not very likely). I'm not into horror, so "The Tome of the Black Island" wasn't useful to me. It seemed well presented, though it didn't spark any thoughts of just how it'd actually be handled in any system. "Dark Alchemy" was a little on the horrific end again, but certainly has a few things I'd use. "The Thaumaturgy of Metallurgy" was pretty much the type of thing I was expecting when I saw the Thaumatology IV cover. A new magic college? Neat! And it looks good in general. I think I'd have let the Anvil Strike spell go though. I like and appreciate the spell and its writeup, but it only works in a setting where getting hit with 28d just flattens the character, or makes him accordion shaped for a bit. Normally though, it's just going to produce too much gutch for the needed light-hearted tone. (Doing lots of collateral damage other than that would be fine....) "Codex Duello" is a good idea, but it just didn't work for me here. (The bits on wands and the like was good!) Too much work to do to figure out how to get it to gel with any particular system, no dives into how and why mages will actually agree to this, what kind of cheats of the system might be attempted and why they do/don't work.... It's a decent seed, but that's it. The Random Thought Table was an interesting idea. And since that's all that piece is supposed to be, it works. I don't think I'd ever go with reputation-based magery, but it might inspire something down the road.
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06-05-2016, 01:34 PM | #30 |
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Re: Pyramid #3/91: Thaumatology IV
Revised Grade: C
C is for Cthulhu. That's good enough for me.
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