10-05-2013, 07:20 PM | #91 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Ritual Path Magic
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Also, I want to note that this is not a new rule. I ported it over from MH3 without any changes whatsoever. Over the past two and a half years, I have yet to hear of this rule causing a problem in a campaign. I'm not saying it isn't possible -- just that it's had plenty of time to do so and I have yet to see negative feedback on how it worked in practice.
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10-05-2013, 07:25 PM | #92 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: GURPS Thaumatology: Ritual Path Magic
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I'd want the One-Eye and Goblin pastiches to actually have to succeed at a ritual to blight crops. |
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10-05-2013, 07:28 PM | #93 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Thaumatology: Ritual Path Magic
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If I use it in my campaigns I would make a change so it recovers naturally over time and more easily with a restore kind of spell. I like the feel, just see it as too easily dangerous to a setting. Especially if anyone can cast a spell.
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10-05-2013, 07:32 PM | #94 | |
Join Date: Nov 2009
Location: Oregon
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Re: GURPS Thaumatology: Ritual Path Magic
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10-05-2013, 11:38 PM | #95 | |
Join Date: Mar 2013
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Re: GURPS Thaumatology: Ritual Path Magic
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Of course, the kingdom probably has mages of its own and they can create food to prevent the famine. I could picture rich people in the city have small gardens in their inner courtyard filled with magically enhanced crops made more nutritious than normal and stored magically in case of famine.
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10-06-2013, 05:51 AM | #96 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Thaumatology: Ritual Path Magic
[QUOTE=PK;1656421]Blighted != desecrated. The two are unrelated terms.
Yeah, I found my notes where I linked the two in one of my campaigns. So I misremembered. Apologies all around. [QUOTE=PK;1656421]Right. You've blighted the land in a mundane way, screwing up crops, making it darker and eviler, etc. It's an unabashed way for the GM to add some ominous feels to an encounter with an evil wizard. It's begging for a rules expansion though. :-) Yeah, probably a Lesser Restore Magic or Lesser Restore Body effect.
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02-08-2016, 06:48 AM | #97 | ||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Thaumatology: Ritual Path Magic
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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} |
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02-08-2016, 08:54 AM | #98 | |
Join Date: Jun 2013
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Re: GURPS Thaumatology: Ritual Path Magic
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Allowing someone to buy a Path Skill above their Thaumatology- or Magery-based cap might be an option, depending on how magic works in your world. They'd still be limited by the cap for purposes of actually casting, of course. As for knowing Paths without being able to cast, in RPM anyone can cast spells, so long as they have at least some knowledge in Thaumatology (RPM6 notes the need for at least 1 point in the skill, but presumably someone with Dabbler that included Thaumatology could pull it off as well). |
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Tags |
fantasy, magic, ritual path magic |
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