10-29-2013, 10:56 AM | #21 |
Join Date: Sep 2004
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Yes unless the spell was built with the conditional termination modifiers on RPM page 18 which sounds likely based on how he wants the spell to be terminated.
|
10-29-2013, 11:03 AM | #22 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Quote:
Quote:
That matters for Duration sure, making it subject to dispel or self-termination only. It's also more expensive.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
||
10-29-2013, 11:18 AM | #23 | |
Join Date: Jan 2009
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Quote:
I have been pondering what to do and I think I have come up with a solution to my Conditional Ritual concerns that I'd like to bounce off you guys. Some of you may think this is unnecessary, but I am just trying to find something that fits my groups play style. Limiting Conditional Rituals A character can have a number of Conditional Rituals "slots" equal to his Thaumatology + His Magery (as the default system), however each CR that exceeds its safe Threshold costs +1 slot, +2 slots for exceeding twice his safe threshold, +3 slots for more than three times the safe threshold, etc. Example: Jonas the Seeker is a mage with a Thaumatology of 15 and a Magery of 2; possessing 17 slots for Conditional Rituals. His Safe Threshold is 29. He currently has 4 Rituals prepared: Fireball (31), Fighting Irons (11), Death Touch (63) and Haste 32. This costs Jonas 8 of his 17 slots (1 for Fighting Irons, 2 each for Fireball and Haste, and 3 for Death Touch). This still allows Sorcerer to keep large number of Conditional Rituals prepared, but powerful rituals may require additional slots, depending on the mage's Thaumatology and Magery scores. Thoughts? |
|
10-29-2013, 11:31 AM | #24 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
10-29-2013, 11:34 AM | #25 |
Join Date: Feb 2009
|
Re: [RPM] Conditional Rituals (Too Powerful?)
I might be tempted to use that but first to multiply the slots by some amount
Thus 1 - giving the caster an assortment of 'level X' type spells while at the same time 2 - giving roughly similar total spells edit - though I don't think I'd use it as I think it would perhaps be overly messy, not sure. I haven't had any problems in play, but I like the idea of spell power based differentiation |
10-29-2013, 12:36 PM | #26 |
Join Date: Jun 2013
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Yeah, your solution looks pretty good, templar. You may want to consider allowing characters to use up fractional slots with low-power spells (say, half a slot for up to half threshold), but I think it works as-is.
|
10-29-2013, 12:37 PM | #27 |
Join Date: Feb 2007
Location: New York City
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Unless ofcourse the party has magic wards. Then the chance of an area dispell succeding is vastly reduced. If any of the wards hold then the enemy won't have another 'Heavy Dispell' thanks to the spell stacking rules.
|
10-29-2013, 12:47 PM | #28 | |
Join Date: Sep 2004
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Quote:
It definately helps by adding yet another layer of protection for the party but adds in yet another opporutity for the parties wizard to roll quirks as well for the party. |
|
10-29-2013, 12:52 PM | #29 | |
Join Date: Feb 2007
Location: New York City
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Quote:
Sure the PC will get away with it for a short time. Then the char will die spectacularly & next time the player will stick closer to the safe threshold. |
|
10-29-2013, 01:10 PM | #30 |
Join Date: Oct 2009
Location: Plugerville
|
Re: [RPM] Conditional Rituals (Too Powerful?)
Assuming a minimum area dispel effect of (dispel amount+7):
Lesser destroy Energy(5) + area(2 is min, 2=5 yard radius) + meta-magic cost(max cost of spell to be removed) A dispel effect should only be expected to be useful against someone of lower skill/power. (If the target can gather as much energy as the dispelling caster, they would just beef up their effects that much with extra duration or bonuses. So clearly the dispel caster against an equal must take a risk that is considered unreasonable by the target to expect to have any effect as they will need to gather at least 7 more energy than is available by taking reasonable risks. This also means that trying to create a dispel to use on a target that is stronger than you are is very hazardous indeed) |
Tags |
ritual path magic, rpm |
|
|