09-10-2017, 01:17 PM | #11 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
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09-10-2017, 01:17 PM | #12 | |
Join Date: Aug 2007
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
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If magic is really, really dangerous I would not be very eager to create new spells. If you're hell-bent on RPM I'd actually recommend energy accumulation as representing fickle mage winds with different "flavors" of energy as seen in Thaumatology's test on energy accumulation. Effect Shaping is simpler and more stable than Energy Accumulation. I will also warn you that if you want to make magic difficult and dangerous you can succeed too well and make it more trouble than it's worth.
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Fred Brackin |
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09-10-2017, 02:06 PM | #13 |
Join Date: Sep 2017
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
@Refplace Thanks, that's pretty good idea. I'll check about spirits.
@Shostak I can't believe I miss that. I went from what I read on forums etc. that it is too painful to do. @Fred Yes that is good point, I don't want to get to the point where magic would be too much of a hassle. I'm not sure what you are referring to with Thaumatology's test on energy accumulation. Do you mean Energy accumulating magic on p134? It seems to me that representing winds of magic or even flavors would be much more manageable with effect shaping as bonuses or penalties. Though it might be because of my inexperience with energy accumulation. I'm not sure how I would neatly tie it in. |
09-10-2017, 02:09 PM | #14 |
Join Date: Oct 2015
Location: New England
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
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09-10-2017, 02:11 PM | #15 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
You haven't really explained what you mean by "winds of magic." How many are there? How predictable are they? Do they boost magic of their type and/or penalise an opposed type?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
09-10-2017, 02:19 PM | #16 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
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The main difference to my mind between Effect and Energy Accumulation are
The Spell design rules in GURPS Magic are often overlooked so dont feel bad. You still need to make some judgement calls but they are decent.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries Last edited by Refplace; 09-10-2017 at 03:16 PM. |
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09-10-2017, 03:00 PM | #17 | |
Join Date: Sep 2017
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
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Each wind would have corresponding Path (around 8) and act as a local mana zone. Roll at the start of the session would decide the strength of the bonus, another roll would decide if it is aspected to specific path or not. If it would be, the rest of the paths would be at a similar penalty. They would be unpredictable, but I would like to introduce a way how to detect them and even try to predict them using an advantage or magic. |
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09-10-2017, 03:19 PM | #18 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
I would use Sense for Path of Magic as a general predictor or the appropriate Path for specific winds.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
09-10-2017, 11:11 PM | #19 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
Aren't incanters (from a recent Dungeon Fantasy supplement) a simplified version of RPM?
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09-10-2017, 11:37 PM | #20 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Magic] RPM, Paths, Realms - So many variants, but which one to choose?
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While I love RPM (and I'm using a highly modified version in my current campaign setting) it doesn't always lend while to the campaign's premises. My last campaign used Sorcery for example because it just didn't work with the game mechanics and premise of the setting. If I were the OP I'd look at what I was trying to do in-game first and then find (or build) a magic system that matches it.
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