Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   RPM Maximum Path Level (https://forums.sjgames.com/showthread.php?t=117674)

Dalren 10-07-2013 07:56 PM

RPM Maximum Path Level
 
Based on Thaumatology - Ritual Path Magic:
  • A caster’s Path skill can never exceed the lower of his Thaumatology skill or (12 + Magery level)
  • Every Path defaults to Thaumatology-6.

What happens in case of a character with Magery 0 [5], IQ 16 [120], Thaumatology 13 [1] if they want to buy Path skills? Spending a point in a Path (a IQ/VH skill) normally would grant the Path at IQ-3 which in this case would be 13. Since Path skills are limited by Magery level, the maximum level allowed in this case would be 12. There appears to be two possible conclusions that could be made in this situation:
  1. The character can buy the Path at 13, but treats it as 12 for all purposes until his Magery increases.
  2. The character cannot spend points on Path skills until his Magery increases. This results in only being able to cast at his default score of 7.

sir_pudding 10-07-2013 07:58 PM

Re: RPM Maximum Path Level
 
It caps at 12.

Anaraxes 10-07-2013 08:01 PM

Re: RPM Maximum Path Level
 
#1 (effective skill 12). You can't make full use of your training and intellect thanks to your lack of magical aptitude and talent. But it's not as bad as if you had no knowledge at all, and were operating at default.

PK 10-07-2013 09:04 PM

Re: RPM Maximum Path Level
 
What they said. You spend the point, and you get the Path skill at 12. When you get around to raising that Magery, it'll automatically go up to meet your new cap until it's eventually at the level you paid for.


All times are GMT -6. The time now is 06:07 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.