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Old 06-21-2017, 11:58 AM   #41
Jaware
 
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Default Re: Need help with some stuff with Ritual/Path magic.

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Originally Posted by Ghostdancer View Post
Since this is the third or fourth thread I have read this morning with this in it let me make it clear: Adding additional energy to a spell via Bestows a Bonus for energy-gathering Ritual Path Magic is probably (as PK has noted) probably a crock. However, effect-shaping Ritual Path Magic probably isn't and I am in fact using it in my current campaign. DF19 makes it explicitly allowable for that particular system.




Let me know how that goes.




Pfft.




Heh.



Nope. Level four (or higher depending on the campaign).



Mostly as a tradeoff for the bonuses symbols give (lower difficulty of core skill, reduced energy cost, and reduced penalty per gathering attempt).



GURPS Thaumatology: Magical Styles (p. 27) explains it.
Alright. I appreciate it.
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Old 06-21-2017, 12:52 PM   #42
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Default Re: Need help with some stuff with Ritual/Path magic.

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I thought talents had a cap of 3?
The only Talent that caps at three is Jack of All Trades.
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Old 06-21-2017, 01:03 PM   #43
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Default Re: Need help with some stuff with Ritual/Path magic.

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The only Talent that caps at three is Jack of All Trades.
And arguably magery. In that magery is capped at 3 in many games and is very similar to a talent.

Talents are fairly firmly capped at four, though many GM's don't enforce it.
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Old 06-21-2017, 01:10 PM   #44
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Default Re: Need help with some stuff with Ritual/Path magic.

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And arguably magery. In that magery is capped at 3 in many games and is very similar to a talent.
It's also a power talent, which Powers suggests much higher caps for. Magery is sort of all over the place in published stuff. Banestorm requires a UB to go above 3. DF Wizards can start with as high as Magery 6.

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Talents are fairly firmly capped at four, though many GM's don't enforce it.
Personally I'd rather you take a related talent with overlap on the one skill you are interested in boosting rather than take one talent above 4, if nothing else because going much over +4 on reaction bonuses or alternate benefits or 40% faster learning time breaks pretty fast.
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Old 06-21-2017, 03:31 PM   #45
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Default Re: Need help with some stuff with Ritual/Path magic.

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And arguably magery. In that magery is capped at 3 in many games and is very similar to a talent.
True enough.

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Talents are fairly firmly capped at four, though many GM's don't enforce it.
That's me, as I'd rather PC increase Talents than buy up base attributes.
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Old 06-21-2017, 10:59 PM   #46
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Default Re: Need help with some stuff with Ritual/Path magic.

Could one possibly mix regular RPM and Symbol-Drawing(RPM)?
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Old 06-22-2017, 02:02 AM   #47
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Default Re: Need help with some stuff with Ritual/Path magic.

Make sort of a hybrid world where the symbol version would be used more frequently by those who me are magically inept or at least more so than adept practioners.

but because of the sheer ability the symbol drawing a lows you to much easier time to focus energy at the price of lots and lots and lots of time.

So possibly allow you to cast like normal, but when you need "those big jobs done" like restoring a broken house, or breathing life back into a burned forest, etc. One could draw said symbols and use it.

maybe? I don't know really. I'm in over my head and trying to decide 110% on the avaliable magic in my game starting later this week.

magic is not my strong suit hahaha.
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Old 06-22-2017, 09:57 AM   #48
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Default Re: Need help with some stuff with Ritual/Path magic.

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Could one possibly mix regular RPM and Symbol-Drawing(RPM)?
You mean make both available? Sure. The only decision you'd have to make is whether Magery (Ritual Path) and the Path skills had to be bought twice or were shared between the two core skills. If you choose the latter, note that it makes RPM casters even more versatile (since they need only buy a single extra Hard skill to have access to a new, more stable form of casting), so you might want to tack on an Unusual Background of some sort.
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Old 06-22-2017, 02:40 PM   #49
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Default Re: Need help with some stuff with Ritual/Path magic.

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You mean make both available? Sure. The only decision you'd have to make is whether Magery (Ritual Path) and the Path skills had to be bought twice or were shared between the two core skills. If you choose the latter, note that it makes RPM casters even more versatile (since they need only buy a single extra Hard skill to have access to a new, more stable form of casting), so you might want to tack on an Unusual Background of some sort.
What would you price the unusual background at? Because I was thinking about a jarring their base skills.
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Old 06-22-2017, 04:50 PM   #50
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Default Re: Need help with some stuff with Ritual/Path magic.

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What would you price the unusual background at? Because I was thinking about a jarring their base skills.
Well, for RPM + Technomagic, I suggested UB = 20% of (cost of Magery + Ritual Adept), but those two systems are significantly different, so you're getting a lot more flexibility. For RPM + Ritual Symbols, I'd probably halve that (so, 4 points for adepts and then effectively a leveled perk for mages). Or if that's too complex, you could just go a flat 5 points for non-adepts, 10 points for adepts.
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