02-11-2014, 11:53 AM | #1 |
Join Date: Jan 2011
Location: alocal
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[RPM] question about conditional spels
How gamebreaking would it be to allow multiple copies of a ritual to be hung? I see no in-game justification for that rule, so it must be a balance issue. So I was wonderi Nguyen how much chaos removing this limitation would be...
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02-11-2014, 11:56 AM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: [RPM] question about conditional spels
It'll either have no effect, or be abused so horribly you'll wish you never had this thought. It all depends on your players, really.
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02-11-2014, 12:00 PM | #3 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] question about conditional spels
The issue here is that you're going to be able to cast multiple damaging spells "instantly." "Whenever I point my finger like a gun and say "Bang Bang!" I want the fireball to go off." is a valid trigger and is effectively a free action. So...gamebreaking. That said, allowing a perk per additional multiple conditional would be valid - but you'd need to specify. Additional Conditional (Greater Create Energy) would be a valid specialty. So, Fireball or Create Fire or even Conjure Kinetic Energy would be possible.
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02-11-2014, 12:02 PM | #4 |
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Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: [RPM] question about conditional spels
Sounds like an idea to toss into one of your articles. :-)
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02-11-2014, 12:09 PM | #5 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] question about conditional spels
Already done. I'm just being a bit nice (and it's not something you guys couldn't figure out on your own). ^_^
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02-11-2014, 01:18 PM | #6 | |
Join Date: Jun 2013
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Re: [RPM] question about conditional spels
Quote:
With that in mind, I don't think allowing multiple conditionals of the same type would be too terribly game breaking, although it does remove one of the primary uses for Charms. |
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02-11-2014, 01:27 PM | #7 | |
Join Date: May 2008
Location: CA
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Re: [RPM] question about conditional spels
Quote:
Still, the 'true' problem with this is that you can refresh those conditional spells much too fast, effectively allowing you to make personal charms as fast as you can cast spells. |
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02-11-2014, 01:38 PM | #8 | |
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Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: [RPM] question about conditional spels
Quote:
When you're preparing for an adventure, you're preparing your charms and conditionals in your workshop (i.e., prepared space). This gets you the maximum bonus, so you can prepare the strongest spells possible. Then you cast your charms and conditionals. And you're out in the wilderness, or in the middle of a dungeon, or in a hotel room, or wherever. And you have to make do with a portable "workshop," meaning the bonuses aren't as high, and thus the prepared charms and conditionals are weaker. Right? I mean, how much can you prepare, out of field expedients and limited time?
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02-11-2014, 02:01 PM | #9 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] question about conditional spels
Quote:
Quote:
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02-11-2014, 02:12 PM | #10 |
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Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: [RPM] question about conditional spels
I'll have to dig around in the RPM book tonight, before the wife gets home. :-)
One thing I found an interesting idea, towards the end of D&D 3E, was "reserve spells." If you don't cast your highest-level spells (say, you've "prepared" a lightning-based spell), you were able to repeatedly cast a much-lower-powered (for instance, lightning-based) spell. I'd kind of like to eventually get that figured out, in converting the gist of the idea to RPM... Probably something like a limit on Ritual Adept (so, for instance, "cast a lightning-based ritual in tens of seconds, instead of tens of minutes, but only while a powerful lightning-based ritual remains among your conditionals").
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Tags |
magic, ritual path magic, rpm |
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