05-18-2012, 01:31 AM | #1 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Talents for MH:RPM Paths okay?
I'm not sure if there should be a talent that covers them, as their really hard to increase feature seems intrinsic.
Is this right, wrong, insane, etc.? I've only read MH 1, and not thoroughly, so I may be missing something obvious.
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05-18-2012, 01:36 AM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Talents for MH:RPM Paths okay?
RPM is derived from Path/Book magic in Thaumatology which gives some alternatives for how Magery can work. You could modify it with one of those instead or in addition to capping effects that Magery already has.
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05-18-2012, 01:44 AM | #3 | |
Join Date: Mar 2010
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Re: Talents for MH:RPM Paths okay?
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I wouldn't do it unless all of the player-characters were witches. |
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05-18-2012, 01:45 AM | #4 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Talents for MH:RPM Paths okay?
Or you are using RPM as the basis for a different magic system, which I suspect is the case here.
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05-18-2012, 02:06 AM | #5 |
Join Date: Nov 2009
Location: Oregon
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Re: Talents for MH:RPM Paths okay?
RPM doesn't treat Magery as a Talent, but instead as a sort of Unusual Background that caps the maximum skill level of Path skills, and provides an Energy Reserve. I don't think it would be too unbalanced to introduce a separate Talent [10/lv] which simply raises all Path skills. After all, it would be equivalent in price to IQ!, but have no effect on other IQ skills.
You could also include certain Path skills in other Talents. For example, a Talent related to physiology (especially the cinematic skills, like Esoteric Medicine, Pressure Points and Body Sense) could include the Path of Body, while a metaphysical Talent could include the Path of Spirit. |
05-18-2012, 02:06 AM | #6 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Talents for MH:RPM Paths okay?
Quote:
Raised IQ optimizes the character broadly, for a very wide range of skills, whereas a Talent for all of RPM or for a subset of RPM optimizes the character more narrowly, and therefore makes the character more capabilitistically distinctive, which is good as long as the Talent makes sense from an in-world and in-character point of view (which many of GURPS' Skill Talents do not). It therefore seems quite sensible to me. You could offer a 15 CP/level Talent for all RPM Skills, and some 10 CP/level ones that cover specific flavoured subsets of RPM, or even Talents that work "across" the RPM Skills, e.g. a Talent for using RPM with Dreams or with Aniamals or anything else that isn't already covered by a specific RPM Skill, and which makes sense to use for at least two different RPM Skills (and preferably at least 3) so as to justify the 5 CP/level cost. |
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05-18-2012, 03:34 AM | #7 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Talents for MH:RPM Paths okay?
In my soon to begin Supers game, one player wanted to build an RPM mage. Thing is, in this game I allowed people with powers to take attributes over 20, as long as they had a Power that (loosely) justified it, and they took the levels over 20 with the Power's PM, and Super Attribute. The character told me he didn't want IQ over 20, but that if there wasn't a talent for RPM, he would have to take IQ with Super Attribute and sell down Will and Per. Faced with the prospect of the character having IQ 30, I decided to allow for a 10 point talent that boosted the RPM skills.
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05-18-2012, 04:33 AM | #8 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Talents for MH:RPM Paths okay?
Quote:
So in a low fantasy setting, that ends up making magery not worth much, which seems backwards to me. Either way, thanks everyone for your views.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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05-18-2012, 05:32 AM | #9 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Talents for MH:RPM Paths okay?
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05-18-2012, 05:35 AM | #10 |
Join Date: May 2009
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Re: Talents for MH:RPM Paths okay?
Having played a RPM mage who had to default from Thaumatology. Magery can be exceptionally important because tapping your own pool has no chance of critical failure.
When you have to make lots of rolls to get a reasonable amount of power that chance of critical failure creeps up surprisingly fast.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
Tags |
ritual path magic, talent |
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