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Old 10-03-2013, 11:02 PM   #31
Kalzazz
 
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Default Re: Thaumatology RPM: THANK YOU!

Why such a big change on the prices of grimoires? They have gotten massively more pricy
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Old 10-04-2013, 01:26 AM   #32
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Default Re: Thaumatology RPM: THANK YOU!

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Why such a big change on the prices of grimoires? They have gotten massively more pricy
They were revised for balance. See the box "Champions on a Budget" for details, and for your options.
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Old 10-04-2013, 01:58 AM   #33
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I know I have at least half a dozen projects I can retrofit references for and use finally. Who wants a alternate enchantment system? Anyone in the mood for some rules on RPM familiars? Plus that super duper uber ultra secret project... :-)
I am looking at tweaks to emphasise studied rituals. I think RPM has what it takes to achieve that perfect blend of improved and rote magic that Ars Magica does so well.

I am thinking som [dis-]advantages that gives bonuses/penalties to cast spontaneously or learned rituals. Maybe the disadvantage would cost less to encourage meta-traits that favour one over the other.

A few extra rules on ways to enhance spells that are studied, maybe some limitations on extra research requires before a ritual becomes can be formalised into a learne 'spell'.

Shouldn't be too difficult from here....
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Old 10-04-2013, 03:14 AM   #34
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Default Re: Thaumatology RPM: THANK YOU!

Were grimoires to good in MH1?

I saw the box on pg 28, but Ill admit I am not feeling very illuminated by it (I clearly fail Illuminati 101)

The botch potency upgrade was very nicely explained and made lots of sense (and that was one of the things you hinted to me long before this was released - its awesome to see your hint now in print!), so am curious on the pricing changes to

Last edited by Kalzazz; 10-04-2013 at 03:15 AM. Reason: pg 28 not 29, oops
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Old 10-04-2013, 06:31 AM   #35
Christopher R. Rice
 
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Default Re: Thaumatology RPM: THANK YOU!

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Originally Posted by B9anders View Post
I am looking at tweaks to emphasise studied rituals. I think RPM has what it takes to achieve that perfect blend of improved and rote magic that Ars Magica does so well.

I am thinking som [dis-]advantages that gives bonuses/penalties to cast spontaneously or learned rituals. Maybe the disadvantage would cost less to encourage meta-traits that favour one over the other.

A few extra rules on ways to enhance spells that are studied, maybe some limitations on extra research requires before a ritual becomes can be formalised into a learne 'spell'.

Shouldn't be too difficult from here....
I might have something for ya then. ;-D
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Old 10-04-2013, 06:45 AM   #36
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I might have something for ya then. ;-D
I keep pressing F5 and nothing more happens!
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Old 10-04-2013, 06:55 AM   #37
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I would guess techniques although they can become really powerful, really quickly with uncapped techniques. 30 points on a technique means like +300ish energy. Altered Traits only cost 3 energy a point. Plus spells can extend across the whole party.
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Old 10-04-2013, 07:01 AM   #38
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I keep pressing F5 and nothing more happens!
It'll be out soon (maybe, possibly, perhaps). ;-)
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Old 10-04-2013, 07:15 AM   #39
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It'll be out soon (maybe, possibly, perhaps). ;-)
In Pyramid?
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Old 10-04-2013, 09:48 AM   #40
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In Pyramid?
Maybe, possibly, perhaps? ;-) But remember, you guys gotta clamor for the stuff, make sure Steven hears ya. So I can get it in there. I have a lot of RPM stuff in my backlog folder that's just begging for a home.
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