01-05-2012, 01:07 AM | #41 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Ritual Path Magic for Dungeon Fantasy
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What about not changing the energy costs but increasing the amount of available energy? Power objects and such could help but what about saying that certain material components actually either give you a bonus to your energy accumulation roll and/or give you more energy per roll? Maybe with aspected for the real benefit. So a Talisman of Fire is +2 to your skill roll for spells involving Fire and doubles the energy you get from each roll. |
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01-05-2012, 06:23 AM | #42 |
Join Date: Aug 2005
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Re: Ritual Path Magic for Dungeon Fantasy
To adapt RPM for DF the main thing I would do is to add a perk that would be a spell slot. This would be in essence a metaphysical charm that could be activated with a concentration maneuver.
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01-05-2012, 07:04 AM | #43 | |
Join Date: May 2009
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Re: Ritual Path Magic for Dungeon Fantasy
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enough to use without ritual and energy". So there is precedent... |
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01-05-2012, 08:59 AM | #44 |
Join Date: May 2008
Location: CA
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Re: Ritual Path Magic for Dungeon Fantasy
This is exactly what I did with the Pre-Cast spells in the first post, though I made them take one of the normal conditional spell slots. Might be more appropriate to make them take a Perk slot each, I suppose.
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01-05-2012, 09:08 AM | #45 |
Join Date: Aug 2005
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Re: Ritual Path Magic for Dungeon Fantasy
I was not adding in Expiry, given the risks in gathering energy(Imagine the first them they get a 200 point create energy crit fail on gathering energy only to have most spells expire unused). But otherwise similar. I put it as a perk to keep the magic system the same, so it is kind of like an accessory.
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01-05-2012, 09:19 AM | #46 | |
Join Date: May 2008
Location: CA
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Re: Ritual Path Magic for Dungeon Fantasy
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01-05-2012, 09:21 AM | #47 |
Join Date: Aug 2005
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Re: Ritual Path Magic for Dungeon Fantasy
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01-05-2012, 09:27 AM | #48 |
Join Date: May 2008
Location: CA
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Re: Ritual Path Magic for Dungeon Fantasy
Again, re-read the first post in this thread where I detailed all of this. You definitely roll for gathering energy, you just do so at spell casting time. Also, since you want to streamline stuff in a DF campaign, you use the 'quick and dirty charm creation rules' in MH:4 Sidekicks so that it only takes two rolls to gather energy and cast the spell (one roll to determine if you critically fail, one roll to determine the number of quirks in the spell). I'd consider even making that one roll, determining both the number of quirks and whether you failed or not.
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01-05-2012, 09:46 AM | #49 |
Join Date: Aug 2004
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Re: Ritual Path Magic for Dungeon Fantasy
True enough. You might even generalize this concept into a full-fledged Magical Power (or maybe several Powers, one per Path) that is only available to those with Ritual Adept: each Ability would correspond to one ritual, and would represent a spell that has been internalized to the point that the adept can use it without ritual or energy.
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01-05-2012, 11:32 AM | #50 | |
Join Date: Aug 2004
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Re: Ritual Path Magic for Dungeon Fantasy
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Sure, they count against rituals 'on' and you're more restricted in terms of stacking effects and such, so that a Perk that allowed you to get around those restrictions in the way that Charm does with neither the need for a physical object nor the extra prep time would make a lot of sense, assuming you don't just allow a certain number normally as per the OP. Actually, the Perk for 'spell slots' is a great idea, especially if we let them stay 'filled' until used as opposed to expiring after a day. Then you could have both the D&D, DF feel and preserve the flexibility of RPM for at least some of the more experienced mages. Simply have 'low-level' magic-users start out with Magery with a Grimoire-based limitation that can be bought off when they learn to start 'researching new spells', disallow Ritual Adept (at least the time reduction portion - might keep the rest depending how hard you want it to be to prep outside your wizard's tower or crypt) entirely, meaning that it does take hours and hours to memorize/prep all your spells, and anywhere from three to ten 'spell slot' Perks to start off with. Round out the rest of your Thaumatology + Magery allowed conditional rituals with charms that you can hoard to yourself or hand to other members of the party. Oh, and a Signature Gear or $$ purchased grimoire containing all the spells you can prepare would be essential, of course. With that combination, you could have novices that can only prepare rote spells from their books, who eventually buy off the Grimoire-based limitation on their Magery and become capable of using the full flexibility of RPM while at home, although they can only ever fast cast a certain number of prepared spells while out adventuring. And prepping your spells while in the dungeon, while possible, will rarely actually be practical. |
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Tags |
dungeon fantasy, fantasy, magic, monster hunters, ritual path magic, rpm |
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