02-21-2020, 08:28 PM | #1 |
Join Date: Jun 2012
Location: Austin, TX
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Limits of Ritual Path Magic
Hey everyone. I'm organizing a medieval game with a magic system loosely based on Terry Mancour's Spellmonger series. Ritual Path Magic is a pretty good fit but I'm not quite sure how to limit it.
It sounds like a mage with the right Paths can do pretty much whatever they want. Even with the Path of Energy, a mage is extremely powerful - It's pretty much all the elemental spells in the normal grimoire in one Path. Has anyone had success with this in a campaign?
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02-21-2020, 08:50 PM | #2 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Limits of Ritual Path Magic
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02-21-2020, 08:54 PM | #3 |
Join Date: Feb 2009
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Re: Limits of Ritual Path Magic
Tons of success with RPM yes
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02-21-2020, 09:33 PM | #4 |
Join Date: Feb 2020
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Re: Limits of Ritual Path Magic
This is a great question actually. In one of the many RPM campaigns I've run (2), one character wanted to be just a healer. Not a cleric. Not someone who could take a normal person and turn him into a combat monster. Not someone who could create beings from thin air. Just a healer. So, Path of Body for things that physically ail you and maybe Path of Mind for things that mentally ail you. Yes, he could have just created a regular character that just didn't do things outside of healing, but he wanted to not be able to do them, however coerced.
Could this be done with the standard system without creating new paths? |
02-21-2020, 09:41 PM | #5 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Limits of Ritual Path Magic
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02-21-2020, 09:42 PM | #6 |
Join Date: Jun 2012
Location: Austin, TX
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Re: Limits of Ritual Path Magic
I'm honored that you respond. Thanks, Chris R. I just noticed your thread from a couple days ago. Sorry I didn't just reply to that.
First off, I should say that I've never used RPM in any capacity. I've only ever use the GURPS Magic system. In Spellmonger, magic is very similar to RPM. Mages draw power from the magisphere (or erionite - mana stones) and they can hang spells. Most of the powerful spells take time to cast or are pre-hung on an instrument. What I like about magic in the book is that mages have to be clever in crafting a spell that delivers the response they are looking for. In the game I'm planning, it's easy enough for me to put limits on the paths. I.e. There either is or isn't gate magic. Etc. The issue I worry about is how to put limits on the paths themselves. For example, let's say I have Path of Matter and the player wants to change iron into gold during his down time to get rich. Maybe this is a bad example, but I guess I'm not sure if there are any limits to what a mage can do with RPM with enough time. One more thing - there are several spells in Spellmonger that war mages cast in one second without hanging the spell. Is it possible in RPM to create a technique for a specific spell that the caster uses a lot to buy down the penalty for fast casting?
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02-21-2020, 10:03 PM | #7 | |||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Limits of Ritual Path Magic
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There is also a power-up PK suggested here. My blog also has a lot of a suggestions/hacks for RPM.
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02-22-2020, 07:39 PM | #8 | ||
Join Date: Jun 2012
Location: Austin, TX
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Re: Limits of Ritual Path Magic
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02-22-2020, 08:12 PM | #9 |
Join Date: Sep 2007
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Re: Limits of Ritual Path Magic
If you want to limit the power of individual spells, then you can increase the energy costs. You might use a hard cap ("no more than 9D damage"), a soft cap that ramps up in various ways (every three dice of damage, the energy cost per die doubles, or whatever smoother formula you like), and the GM defines the threshold where effects become "Greater" instead of "Lesser", which might be low indeed.
You can also bump up the difficulty penalties, so any given caster will have a much harder time successfully gathering energy even for simpler spells. |
02-22-2020, 08:17 PM | #10 | ||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Limits of Ritual Path Magic
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My suggestion to you is to lay down the things you definitely don't want the system to do and present them as immutable laws of magic. Then as the game progresses and you find more holes retcon those back to said laws. It's worked for me in the past. Quote:
Pyramid #3/66: The Laws of Magic is basically a mini-supplement for RPM users. If you don't have it, I suggest you get it. I don't use Alternate Paths most of the time. The typical ones serve me nicely. What are you trying to do exactly? Quote:
It's on my list of stuff to check out. It looked interesting when I googles it.
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