05-31-2013, 10:28 AM | #21 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Dancing Shield
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A final thought - the complaints about RPM casters have a omniskill or whatnot are kind of baseless. After all a caster could simply cast a spell to give himself a modular ability slot through altered traits or a huge bonus to a single skill (+5 to a single non-Wildcard skill is a mere 16 energy).
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05-31-2013, 03:16 PM | #22 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Dancing Shield
I understand the complaint, and agree that Anarexes et al make a good point. With a system as flexible as RPM, it's possible for casters to find ways to overshadow other players. However, I'd like to emphasize something: The GM is the one who determines when it's right (or not) to use the "Path skill" rule that I mentioned. It's merely one more bit of advice and guidance for the GM to use when it seems like it'd be helpful.
I intended it for things like, say, a spiderwebbing spell. What's the effective ST of the webs? Use Path skill. That makes sense and provides sane results, so yay. I did not intend it for things like, say, a "give me this skill spell," because that's obviously a buff and would use Altered Traits. (You wouldn't use Altered Traits for a spiderweb because obviously a certain degree of stickiness is going to be inherent to that web, and you need to know what that would be.) IMO, a Dancing Shield falls in between those two options, and I'd be comfortable giving it Shield equal to Path skill. It produces a result that I think is balanced. However, if the same PC later said, "Okay, now I want to make a magic calculator that's a master of Mathematics and Physics," I'd let him do so with Lesser Create Mind, give the calculator an IQ of (8 + 1 for every full two points of casting success), and have him raise skills from that IQ using Bestows a Bonus. RPM is a toolkit, just like GURPS, which makes it trickier at first until you're comfortable with it. Once you are, I think you'll find that it gives both the player and the GM tremendous freedom to come up with spells that work well for the campaign.
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05-31-2013, 03:31 PM | #23 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Dancing Shield
I found this out early on and never looked back.
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05-31-2013, 03:38 PM | #24 |
Join Date: Feb 2009
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Re: [RPM] Dancing Shield
You can grant skills using Altered Traits? I somehow completely and totally missed that
How does this work? How does it interact/not interact with bestowing bonuses? For the record I haven't felt RPM to be to terribly broken and love love using it (as all my comments on the board about it tend to suggest) but boy I absolutely would have been driven insane and probably not be love love using it (or using it at all) if not for all the great help from the forum |
05-31-2013, 04:24 PM | #25 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Dancing Shield
Ack, no! I had a momentary crossed wire while typing that up, sorry. I meant to write Bestows a Bonus. Anything involving improving skills should use BAB. (I've been tempted to say that adding a skill must be done by using Altered Traits to give it at the attribute level, for 1, 2, 4, or 8 energy, and then BAB should be used to go past that -- but that's too fiddly to be an official rule, IMO.)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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05-31-2013, 04:28 PM | #26 |
Join Date: Feb 2009
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Re: [RPM] Dancing Shield
I had always assumed that adding a skill is impossible, you can just use BAB to raise it from your default
To bad the 'Altered Traits to Grant a Skill at Attribute' isnt actually a rule, I would love it |
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dancing shield, magic, rpm |
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