10-26-2014, 02:18 AM | #31 |
Join Date: May 2010
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Re: Pyramid #3/72: Alternate Dungeons
Ditto. I'm not sure you'd want to limit Ritual Path! that way though. Magery (RPM) is arguably Mana Reserve 3 [9] + Perk (Increase maximum ritual path level by 1) [1]. And the "pointless" approach seems to favor simplifying details like that. Just have the necessary Unusual Background as a Major ability which allows unlimited Ritual Path! levels and then do... I don't know what to determine the size of the mana reserve.
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10-26-2014, 08:29 AM | #32 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/72: Alternate Dungeons
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10-26-2014, 09:43 AM | #33 | |
Join Date: May 2010
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Re: Pyramid #3/72: Alternate Dungeons
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If you're worried about the balance issues with a Ritual Path! skill, I'd just add an Unusual Background tax of 10-30 points. 30 points is enough to pay for two levels of the Natural Caster talent, effectively making all Ritual Path skills Average skills. Probably 15 points for the UB is fairest, TBH. For "Pointless GURPS" purposes, I'd roll that into the Major Ability, but maybe you could argue for making any access to Ritual Path Magic a Greater Ability (i.e. the equivalent of 40 points). |
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10-26-2014, 10:05 AM | #34 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/72: Alternate Dungeons
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10-26-2014, 10:11 AM | #35 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/72: Alternate Dungeons
I comment on Dungeons of Mars, by Phil Masters, on using the Dungeon Fantasy tropes and techniques to enable the planetary romance genre. The article is part retrospective, but the majority of it is dissecting the elements of planetary romance and relating them to the usual care-abouts in a DF game.
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10-26-2014, 10:15 AM | #36 |
Join Date: May 2008
Location: CA
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Re: Pyramid #3/72: Alternate Dungeons
I wouldn't make a single RPM Path skill be a Wildcard skill by itself; that's a terrible idea and terribly throws balance out the window. Instead, I'd have a single Ritual Magic! Wildcard, along with Path abilities (so one for Path of Magic, one for Path of Body, and so on). Each Path would come in two levels; at the first level, you can use Ritual Magic! for that path; at the second level, you get a +3 bonus with that Path. Any Path ability you lack, you can still cast at a default of -3 to your Ritual Magic! Wildcard.
Or something like that; I'm not set in my ways. |
10-26-2014, 11:05 AM | #37 | ||
Join Date: May 2010
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Re: Pyramid #3/72: Alternate Dungeons
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10-26-2014, 11:20 AM | #38 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/72: Alternate Dungeons
Yes. I'm extremely good at guesstimating Unusual Background costs and it simply did not work. It's just too broad. Magery is the only limiter when you use Wildcard skills because it makes no sense for you to have a single VH skill keeping a limit on your WC skills - I even tried separating them and it just didn't work. And thank you for your patronage, good sir! :-) I've got some good stuff coming up in the next few months.
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10-26-2014, 11:26 AM | #39 | |
Join Date: May 2010
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Re: Pyramid #3/72: Alternate Dungeons
Hmmm... so I've been thinking of doing a "GURPS Supers Lite" where each ability is 60 points. Then you could do this system:
Ritual Magic: Magery 0 [5] + Ritual Adept [40] + Unusual Background (Can learn the Magic! skill and use it for ritual path magic) [15]. Improved Ritual Magic: Magery +6 [60]. In terms of description written for newbie players, it would just say: Quote:
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10-26-2014, 11:33 AM | #40 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/72: Alternate Dungeons
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