10-04-2013, 12:11 PM | #31 |
Join Date: Dec 2012
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Re: [RPM] a collection of questions
From a strictly flavor perspective, there's something nice about the idea that an item, once enchanted, always holds onto a hint of it, and you can always recharge that particular ritual - with the caveat that you also have to pay for the arrears. And if the item has been in a dragon's hoard for a couple hundred years, you might be paying a hefty price indeed.
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10-04-2013, 01:28 PM | #32 |
Join Date: Nov 2009
Location: Oregon
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Re: [RPM] a collection of questions
Oh, I like that option. Have "lasting" enchantments involve physically etching symbols into the item (requiring an extra skill roll and plenty of time) and/or encrusting it with precious stones (adding a hefty material cost). That "locks in" the ritual, meaning that even once the duration expires, all a skilled caster needs to do is refresh the duration; the magic doesn't truly vanish unless the item is disfigured or destroyed. Of course, once a ritual is locked in via runes you can't easily add more enchantments to it, or even alter the existing magic.
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10-04-2013, 01:44 PM | #33 |
Join Date: Dec 2010
Location: Seattle
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Re: [RPM] a collection of questions
Thinking of continuing to integrate RPM into my current fantasy game. To be consistent, I'd have to have Magery 0 work for ANY type of magic, be learn-able, and also be graduated into 1 point levels to remove a general -5 to perform magic. (That is, ANYONE can cast spells that don't require magery at -5 just as anyone can perform rituals at -5.)
Anyone see an inherent problem with the "entry" level of Magery working across the board? The talent beyond that is specific to type. (RPM, spell, effect-shaping, runic, etc.) This does a great job of fitting in with the magical prowess of my High Elves, many of whom would be ritual adepts...
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
10-04-2013, 01:47 PM | #34 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [RPM] a collection of questions
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10-04-2013, 01:47 PM | #35 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] a collection of 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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10-04-2013, 01:50 PM | #36 | |
Join Date: Dec 2010
Location: Seattle
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Re: [RPM] a collection of questions
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Then again, usual enchantment by deeds/name/etc. is way cool on its own. Maybe worthy of a "permanent" effect -- Rite of Naming -- used in the creation of an item or just after receiving it -- that essentially gives the 1 point "Named Item" Perk. And that falls right back onto your already extant system of enchantment (requiring personal point investment).
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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10-04-2013, 01:56 PM | #37 | |
Join Date: Dec 2010
Location: Seattle
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Re: [RPM] a collection of questions
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Doing this also covers the definition of "Mage" in my game, which is Magery 0. I might try this in an upcoming MH game I'm thinking of running where there may be some "spell" magic (though probably not), but where there will CERTAINLY be Ritual/Path magic of the effect shaping variety as well as some Runic magic. Many of the items will require Magery 0 to function, and knowing runes at all will allow a Mage to use a previously created spell-scroll or item. Likewise for some fetishes created by effect shaping Path/Book magic. That will be the case for +1 and beyond in both campaigns -- i.e., they can be purchased as an alternate ability.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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10-04-2013, 02:19 PM | #38 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] a collection of questions
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Magery 0 (Ritual Path) [5] Magery 0 [1*] * Alternative Ability, 1/5 cost. vs. Magery 0 (Universal) [5] It's 6 points vs. 5 points, so in the long run, eh, whatevs. It's less the value and more the effect in play that I'm keeping an eye out for, and that doesn't start to potentially break until you go past Magery 0.
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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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10-04-2013, 02:52 PM | #39 | |
Join Date: Dec 2010
Location: Seattle
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Re: [RPM] a collection of questions
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All in all, it sounds like this level passes the "smell test" and it is after all only 1 point per "new magic type". In the case of my world, this is at least 4 types of magic...
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
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10-04-2013, 03:59 PM | #40 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [RPM] a collection of questions
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Tags |
magic, monster hunters, ritual path magic, rpm |
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