04-29-2014, 08:08 AM | #1 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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[RPM] High Craft vs. Alchemy (by other skill)?
Greetings, all!
I've examined the High Craft article/section from Pyramid #3/66 The Laws of Magic, and I'm not getting it. High Craft seems to overall require more fuss, be more limited, and have less clear mechanics than RPM Alchemy. Is there any reason to use High Craft instead of just using a different skill in place of Alchemy (and adding the obligatory -1 to -3 for Hard to Easy skills)? What am I missing? Thanks in advance! |
04-29-2014, 08:52 AM | #2 |
Join Date: Dec 2008
Location: Behind You
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Re: [RPM] High Craft vs. Alchemy (by other skill)?
It's more for the non-mage casters that RPM supports. Imagine, for example, you are a smith and want to imbue your crafts. You can use your smithing skill to do it. In a way, alchemy is already a high craft for RPM rules.
Another difference is, you just have to take a perk instead of magery 0 to use it. So to summarize. Take your usual craft skills, use a point on a perk, now you can imbue that stuff at 12 skill. |
04-29-2014, 09:04 AM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [RPM] High Craft vs. Alchemy (by other skill)?
It looked to me more like a RPM conversion of craft magic from Thaumatology, so RPM vs. meditative magic is the main change. Plus refinement on options.
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04-29-2014, 10:36 AM | #4 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] High Craft vs. Alchemy (by other skill)?
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04-29-2014, 02:31 PM | #5 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [RPM] High Craft vs. Alchemy (by other skill)?
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HC (High Craft) vs. A (Alchemy mechanics, but likely done by using another skill). Magery 0: HC: buy a Craft-Mage perk [1] per skill used. A: bought at -25% (Elixirs Only). Magery 1+: HC: bought at -60%. A: bought at -25% (Elixirs Only). Skill cap: HC: High Craft capped at Craft Skill or 12+Magery, whichever is lower. A: Alchemy capped at 12+Magery, but doesn't need another skill. Gear: HC: normal crafting gear assumed (right?). A: no gear at -5, improvised gear at -2, otherwise as a Workspace Kit. Natural Alchemist helps. Time required: HC: crafting time + 10 minutes per casting roll. A: 1 hour + normal casting time (about 5 min per roll w/o Adept, 5 sec with it). Adept Advantages: HC: not available. A: works as usual, can take -25% for Elixirs Only. ---- Seems like replacing the Alchemy skill by some other skill for purposes of high-craft-like stuff might be the nicer way to game-mechanise WoW-ish craftsmen. |
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04-29-2014, 02:57 PM | #6 | |||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] High Craft vs. Alchemy (by other skill)?
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Well, if you had to do it like High Craft, ban Ritual Adept, add "Limited Scope, Lesser Effects only" (-10%), "Takes Extra Time 1" (-10%), "Limited Scope, Things that could logically be potions" (-15%). And require all potions made to be made using Magery. That's as good a hack as any, you could rule that Alchemy is another form of High Craft, but in order for it to be valid you have to limit its currently unlimited scope. Thank you for your consideration, by the way, feeling a ton better today. :-)
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Tags |
alchemy, high craft, laws of magic, pyramid, ritual path magic, rpm |
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