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-   -   [RPM] Simulating AD&D 1st Edition Spells (https://forums.sjgames.com/showthread.php?t=118760)

GameBuddah 10-28-2013 07:29 PM

[RPM] Simulating AD&D 1st Edition Spells
 
I just bought Ritual Path Magic about a week ago and I must say I love it. This is the magic system that GURPS should have shipped with as the default years ago. That being said, on reading the system, I got the feeling that you could do old school AD&D style magic with it. However, I can't seem to figure out how to work it.

Here's my thought. Many years ago, my fellow gamers and I were trying to make some since of the whole 'studying your spells' shtick that you had to do in AD&D. We kind of figured that you did a lot of pre-work, rituals, etc before hand, and the actual casting was just completing the spell. Since there was a limited number of rituals you could complete in a day, and the time was limited by the complexity, it made since.

When using RPM, could you do a gathering phase for say several spells back at your tower, and then a casting phase in the field? How would you accomplish this? I know you can do something similar with Charms, but I really would like to more closely emulate AD&D with RPM if possible.

Any help is appreciated.

Diomedes 10-28-2013 07:33 PM

Re: [RPM] Simulating AD&D 1st Edition Spells
 
That's basically what conditional rituals (including charms) are; you cast the ritual ahead of time, and trigger it when the situation warrants.

Christopher R. Rice 10-28-2013 07:39 PM

Re: [RPM] Simulating AD&D 1st Edition Spells
 
Quote:

Originally Posted by Diomedes (Post 1669455)
That's basically what conditional rituals (including charms) are; you cast the ritual ahead of time, and trigger it when the situation warrants.

Pretty much this. Just keep in mind that you can't have more than a single spell effect on at a time (One Greater Create Energy, one Lesser Create Energy, etc.). I'd say you could buy a perk that would let you increase this cap by one, but you would have to be specific. Stackable Spell (Lesser Create Energy) works, but not Stackable Spell (Create Energy).

GameBuddah 10-28-2013 07:52 PM

Re: [RPM] Simulating AD&D 1st Edition Spells
 
But could you make it work in such as way without gamemaster hand waving where the system had the same in-world game effects as an AD&D 1st edition spell caster?

Christopher R. Rice 10-28-2013 07:54 PM

Re: [RPM] Simulating AD&D 1st Edition Spells
 
Quote:

Originally Posted by GameBuddah (Post 1669465)
But could you make it work in such as way without gamemaster hand waving where the system had the same in-world game effects as an AD&D 1st edition spell caster?

You're going to need to be specific as to exactly what you are trying to emulate.

johndallman 10-29-2013 07:38 AM

Re: [RPM] Simulating AD&D 1st Edition Spells
 
Quote:

Originally Posted by GameBuddah (Post 1669465)
But could you make it work in such as way without gamemaster hand waving where the system had the same in-world game effects as an AD&D 1st edition spell caster?

Those rules have enough scope for interpretation that I saw groups, back in the day, who had quite different ways of running them. You'll need to describe the actual mechanics you want.


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