08-10-2016, 10:12 AM | #21 |
Join Date: Jul 2007
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Re: [RPM] Questions
Oh hm, I'd been doing it wrong. I thought it was "HT or Will depending on what the GM feels it should be."
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08-10-2016, 10:39 AM | #22 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Questions
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The playtesters overwhelmingly hated it, because they felt that it wasn't "GURPSy" to have a spell fail on a low roll. So I changed it to make it more intuitive. Ironic, eh? :)
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08-10-2016, 09:58 PM | #23 |
Join Date: Dec 2013
Location: Seattle, WA
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Re: [RPM] Questions
Cool. I think that most players understand and accept the challenge of beating enemies by targeting their weaknesses. This is something that becomes a lot harder if either HT or Will are just as good at countering ALL spells. Of course, it also makes the players vulnerable too! Again, I think that's a factor they can accept as long as the rules are made clear.
But in that Quick and Dirty method, it's the first roll that's not GURPSy. The vast majority of rolls made for the game are to roll underneath a target skill number and if a task is harder, the skill number goes down. But with this, the modifier is on the dice, not the target number. I don't get why this is necessary. |
08-10-2016, 10:29 PM | #24 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Questions
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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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08-10-2016, 11:16 PM | #25 |
Join Date: Dec 2013
Location: Seattle, WA
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Re: [RPM] Questions
But what about, as an alternate approach, using a slight variant of the rules given to generate what could be called a Malfunction Number like for firearms but for a spell? This has the benefit of being similar to something that already exists in the game and players are likely to be familiar with. In this this case, it seems we would get the same results if we set the base Malf number at 16 and then applied the inverse of the modifiers given.
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08-11-2016, 06:46 AM | #26 | |
Join Date: Feb 2014
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Re: [RPM] Questions
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08-11-2016, 05:15 PM | #27 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Questions
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08-11-2016, 08:11 PM | #28 |
Join Date: Dec 2013
Location: Seattle, WA
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Re: [RPM] Questions
Ok. I've done up a sheet with my rewritten version of the rules. Anyone interested is welcome to check it out and see if it makes sense to them.
Use the Chart to determine the casters safe threshold With that information, calculate the spell’s Malf Number. This is used to determine if a critical failure was rolled during the process of accumulating the energy or casting the spell. The base number is 16 with the reverse of the modifiers applied. Note that it’s possible to have a number as high as 19. If this is the case, play it out in detail instead. Roll 3d and check vs the spell’s Malf Number. If the roll is underneath Malf Number then the spell is successful. If the roll is exactly the Malf Number, there is a critical failure resulting in a botch based on half the spell’s energy If the roll is over the Malf Number, there is a critical failure resulting in a botch based the spell’s full energy Last edited by Zarmonic; 08-11-2016 at 08:37 PM. |
08-11-2016, 08:16 PM | #29 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Questions
While I get what you're going for here - you've copied a page worth of text - that is a no-no. I highly suggest you remove the copied bits and load only the parts that are relevant to your rule change.
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08-11-2016, 08:37 PM | #30 |
Join Date: Dec 2013
Location: Seattle, WA
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Re: [RPM] Questions
Ok edited my post.
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Tags |
ritual path magic, rpm |
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