[RPM] Misc Questions
I have a number of random ideas about RPM I want to ask about.
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Having all ongoing effects take up a spell slot keeps mages from going and buffing their entire party up the wazoo. That's not necessarily a problem, but I've seen people complaining about it before, and from my analysis of RPM it's certainly possible if players choose to do so.
As for duration, well, it doesn't have permanent effects as written, but I feel that for some settings it would be appropriate to allow such in certain situations. |
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Sorry for the short answer, but it's possible to "bootstrap" your way into some absolutely ridiculous situations if you allow this. Just by alternating relatively low-energy Lesser Strengthen Magic and Greater Strengthen Magic spells, even a non-adept would take less than a day to become infinitely powerful. Adapting GD's suggestion that all such spells are expensive and automatically Greater effects will prevent the most obvious and broken abuses, but still leaves room for many subtle ones. Allow this at your own peril. :) Quote:
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If you allow enchanted items that directly raise Path skills, they should cost whatever they cost -- for example, if the caster has Path of Chance [8]-13, then raising it further would cost the normal 4 points/level. Circumventing the skill caps shouldn't be free. I have an article in the queue about this, so suffice to say that if you treat it as a leveled perk for each Path (that is, it costs 1 point for every +1 above the normal skill cap per Path) you'll be okay. Quote:
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Hey, does anyone know what a ritual for Resurrection would be under the RPM system?
What Paths, modifiers, energy costs, etc. are involved? Thanks. |
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See Prehistory for a RAW raise dead spell.
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You can see this post as well for examples of what were eventually published.
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Hmm, but what about a Mass Resurrection effect? What would need to be added for that?
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How does one do Explosive missiles spells in RPM? It says that a misslie spell that's explosive has double the listed damage, but how do you determine the radius and the rate of decrease? Innate attacks use the explosive modifier, with one level having damage be divided by 3*dist, two levels dividing by 2*dist, and one level dividing by dist. Does explosive missile damage use one of these, or do you buy an area of effect under normal RPM rules and deal full damage to everything within it? Or should you just buy one of the explosive modifiers? It says not to get modifiers for area effect and such, but it doesn't mention explosion.
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But it with the appropriate level of Explosive Effect.
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Also, for missile spells, should one use Enhancements with range modifiers or the usual RPM range modifiers? The usual ones just seem a bit odd.
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Enhancements. The only reason to buy Range the usual way is to form your missile spell in somebody else's hand.
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Suppose you want to give a sword +1d burning damage on hit. Is it better to buy that as Innate Burning Attack (Follow-up, melee weapons) or as Bestows a bonus, using the partial dice equivalency to convert +x into yd? For example +4 bonus on melee damage would be 1.2d, rounding down to 1d.
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You can use RPM to grant an innate attack? How so?
Also, can you use RPM to modify weapons? For instance, you want to make the warriors sword more effective against ghosties and want to add 'Affects Insubstantial' to it (as well as say a Moderate Bestows a Bonus - Against Ghosties) |
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my main problem with buying it as a follow up innate attack is that that seems much too cheap. as a follow up, it costs 4 or 5 energy per die, depending on whether or not you have follow up be +0% or -20% for (Melee attack, reach C, 1). This means you can add +3d for a mere 12-15 energy plus duration, effects, and greater effects multiplier. This seems a little too powerful. But if you buy it as a bonus turning the numbers into dice, it seems to cost about what I feel it should.
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Doesn't seem particularly cheap when I ran it through (I have a character who may use it)
Coooooold Steel: This adds 3d burning (intense cold) damage to a steel weapon. It also causes spiffy vapor trails as the water in the air freezes in its wake. This Casting: Greater Destroy Energy (5) + Lesser Control Magic (5) + Duration, 10 minutes (1) + Altered Trait, , 3d Burning followup (15). 78 energy (26×3). |
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It's not really adding as much damage as you think. You still have to hit with it, and it still has to go through their DR. BTW, you can't have Follow-Up and Melee Attack on the same Innate Attack - Melee Attack would be included in the spell. If you were building everything as a advantage - yes, but the way you are proposing - I'd say no. |
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I don't remember seeing No Inciendiary, where or which book is it?
It shouldn't raise the cost very much I wouldn't think though |
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Fireball Greater Create Matter [6] (Explosive Fireball) Lesser Control Magic: cast as charm [5] Damage: External 4d+2 Explosive [5] Enhancements: Explosive 1 [10] Cost : 78 (26*3) This might do 4d+2 to one target once, assuming you hit with it, and might do some percentage of that to nearby enemies. That spell could do 3d a whole lot of times, depending on how often you attack (and hit) with it. |
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Why don't you want to use RPM with DF? It's somewhat more complicated than DF usually uses, but that's easily enough worked around - just insists that all wizards take "Grimoire or ritual mastery required" on their magery.
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oh... Alright, fair enough.
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Of course, that brings up the question of how would you do RPM in dungeon fantasy?
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Fair enough.
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Though I have a few ideas lol |
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*Leaves to fire up the Atmospheric Condensator*
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You can do some amazing things with RPM. Check this out:
Wall of Ice Greater Create Matter [6] (To make Wall of Ice), Lesser Create Energy [6] (To make it freezing) Damage: External Crushing 2d [4] Enhancements: Persistent, Rigid Wall, Extended Duration x3 [24] Damage: External Fatigue 1d [0] Enhancements: Follow Up [0], Hazard, Freezing [4] Area: 10 yards [8] Range: 10 Yards [4] Duration: 10 Minutes [1] Greater Effects: 1 (x3) Cost: 53*3: 159 (174 as charm) Creates a wall that has DR 6 and 1 HP. Anyone who touches it takes 1d fatigue damage with the freezing enhancement. This brings up the question: when buying external damage for a wall effect, should I multiply it by 1, 2, or 3? I'd guess 1, becuase it's not a missile or an explosion, but I'm not sure. |
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You might need to do a little bit of research, for specific weights of matter (but not too much). Assuming you want a wall of 1" thick mild steel (which weighs about 0.2836 lbs per cubic inch and is 14,400 cubic inches per hex) this would be 4,083.84 lbs. and would cost +6 energy for a wall that filled 1-hex (DR 56 & HP 60 per hex). If you DO want it to cause damage (like your Wall of Ice spell), use the Wall enhancement - but ignore the normal rules for the Area Effect enhancement and use the Area of Effect spell modifier instead. I'd nix the Extended Duration enhancement for damaging walls and instead allow Duration to be bought (which again, this is one of the only circumstances I'd allow that) - but I'd require all damage bought to use the Internal Damage guidelines. So damaging walls do 1d (+1d per +4 energy) and it...
This way it keeps damaging walls from getting out of hand - after all a clever caster could just add Mobile to his wall for +6 energy/Basic Move +1 and move it around on the battlefield... This all assumes +6 energy for the Wall enhancement itself (or +12 energy if you can form your wall into shapes like domes, battlements, etc.) |
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Those are pretty much the same rules I used, except I bought duration as an enhancemnet instead of a spell modifier. For rigid walls, how do you determine whether it's supposed to do damage or not? This one deals damage as a follow up to anyone who touches it, would it not be a damaging spell if I had it the other way? That would have it still do damage to anyone who crashes into it.
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What is a good way to carry charms around?
What happens if a charm gets broken unintentionally? (say the wizard fell and it got smashed, or the enemy whapped it) Im thinking of casting charms on say Pretzel sticks or something that seems like it could be Fast Drawable and still DR 0 (or maybe little sticks) |
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Jaina and Joe are fighting
Jaina the Witch readies a Charm (she doesn't have fast draw Charm) Joe (who does not like Jaina) sees that Jaina has a Small, DR 0, breakable object in hand Joe, knowing that Jaina does not like him, figures that the small, DR 0, breakable object, is a Charm, and that it is something he would not enjoy being hit by Joe being 1 yard from Jaina with a broadsword thinks it would be really swell to hit said Charm and trigger the spell to hit Jaina instead of him Any way he can do so? Does he need to know the exact specifics of it? What if Jaina when she drew the spell said 'Joe, this is a Dehydrate spell that will hit you with Greater Destroy Matter for 6d+1 internal toxic at a range of up to 10yds, and hehe, its against your Wil or HT and your armor won't help!' What if she was lieing and it was actually a buffing spell she had meant to cast on herself? |
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In order to bluff in such a way, it's time to roll and hope it works. |
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Pretty much what Nereidalbel said.
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When you create a charm, you must specify the trigger and behavior of the spell. You don't get to just say, "I make it as a charm" because that isn't enough info. All of these trigger/behavior combos will produce different results if the charm is broken accidentally:
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Something that might be fun for "cheap" charms might be to add a "Magical Malfunction" for a energy reduction. Whenever the charm is broken, used, whatever - you need to roll 3d, on the magical malfunction number or higher it goes off and is bad (or at least highly inconvenient for you). Perhaps treat it as a botch equal to the amount of energy you reduced the original spell by. Hmmm. Maybe something like...
Malf. Reduction 12 -25% 13 -20% 14 -15% 15 -10% 16 -5% |
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Ooh, heres a neat idea- allow players to skimp out on the energy costs for rituals, but have the GM add limitations such as that malf in order to make up the shortfall. For bonus points, don't tell them what the errors are.
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One thing that I kinda want to do with RPM that I'm trying to express (Poorly) is familiarity. While I love RPM for the most part, encouraging people to come up with rituals they can do on the fly isn't a bad thing, but something about the lack of a Spell "Set" someone will typically draw from bugs me.
I kind of feel like Mages in the magic system I want to introduce for this setting, should have a list of perks for rituals and if you are casting something without the perk then it's a negative modifier for being unfamiliar. I'm not exactly sure how to articulate this, so if that was confusing, my intent is to mimic the idea of the geniuses who figure out wonderful formulas for great spells that people mimic because they're awesome, and the people who just follow suit because creating a new spell is a bit more difficult. It'd also kind of encourage players to use tried and true spells more often I suppose. And it'd also make things like books on spell formulas a bit more interesting IMO. In a way, I suppose I'm saying, RPM is slightly TOO generic. I have no problem with Generic, I just like a bit more focus in a Mage if that makes sense. |
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Grimoires are really where RPM handles the 'it's easier to use magic someone else has already worked out for you' aspect. Having half a dozen or so thematically connected rituals in a commonly available collection-grimoire is a good way to do this, I think. A book of five common spells at +2 costs $700, weighs six pounds, and is a big help to a starting wizard. Maybe throw together a standard 'apprentice book' like this for each Path or magical style you want to encourage in your setting and make them available at half cost or something. |
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So, at least until they buy full Ritual Adept, they are forced to specialize. |
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As I said, every single person who has made an RPM character just maxes every single path and gets the "I can do ANYTHING" vibe going every session. And I hate to have tons of mitigators to magic because they are focusing on doing it. I don't like people to choose toys then have to tell them "You can't play with your toys you chose" too often. There literally is very little difference between different casters, and there was little incentive to focus on a "Style" in my mind, but your options give more flavor IMO. So I didn't want to stifle the idea of creatively coming up with a ritual, I just wanted to encourage a Subset your caster feels comfortable doing and less about wild cards all over a the game. That way 2 wizards sit at the table and they aren't clones of each other. Basically to illustrate, it's a difference of: Generic: Quote:
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There's been a few threads about specializing within RPM. Specializing in the various Paths (so, for instance, Energy/Ice would be treated as Hard instead of Very Hard, and all other Energy would default at -2 --or whatever it is), special limitations on Ritual Adept, various Traditions.
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I really enjoy the Higher Purpose (X) which gives a bonus to X type spells, most of my characters take it, so they are better at X
Jaina for instance has Magery 6 IQ 20 Path of Matter 18 Thaumatology 18 Other Paths 17 Higher Purpose Hydromancy 3 She will next upgrade her Path of Magic to 18 so it doesnt drag her Matter down in making Charms |
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The name of Higher Purpose sounds wierd in my opinion, I'd have called it something like Affinity.
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In some ways I prefer 'Higher Purpose Cast Like a XYZ'
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I can't give an ETA, as building a viable issue of Pyramid requires a whole bunch of useful, cool articles, not just the one I wrote. But "some time before mid-2014" is a reasonable guess. (Again, note that I say "guess.") |
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Any thoughts on a 'Transfer Enchantment' spell?
For instance, Jaina has found a not very cool full plate helm, with a very cool darkvision enchant on it She would like to put that enchantment on something else The DM is half thinking it might be 'Greater Destroy, Control, and Create' Magic (for removing, moving, and deploying the enchant) but isn't sure |
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"SQUEEEEEEEE!!!" :-) |
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Well, since her Matter is already 18, dont want to lower it any
Also she needs her Thaumatology and Path of Magic to rise in sync with it, since Thaum caps stuff, and Magic is a cap on say, combat spells due to conditionals 'Hey, please wait a minute while I work up a nice Dehydrate badguys?' Next purchase, Path of Magic to 18 Then, I'm up against my Magery cap so Matter and Magic can't go higher. So, if I get 10 points, I will be choosing between Magery 7, or potentially (our games house ruled available) 'RPM Talent', which is like Magic Magery, but for RPM (+1 to Spells (here paths) and Thaumatology) If I buy Magery 7, I will want to raise Matter, Thaumatology, and Magic all to 19 Of course, this will probably all change depending on what random things happen between now and then |
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What about techniques and RPM? an yu buy off the penalties for Divinations, say, or for doing energy gathering rolls in less that then normal amount of time? It seems like that should require wildcard techniques, if allowed at all.
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On the topic of potentially 'no added modifiers' spells, how would you do the Classic Warcraft 2 spell 'turn target into a sheep'?
Seems like would be Greater Transform Body, but would work it? |
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Plus an affliction of some sort and the usual subject weight, range, etc.
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Alright, now thats a brutally expensive spell
But terribly amusing! Jaina needs it |
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+ Greater Transform Matter.' per page 8 of the book. That would suggest that you'd need only a single Greater Transform Body, plus maybe Greater Transform Mind, as they're not crossing from path to path. |
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Can you use the energy reserve that comes with magery for other things? Say if you had created a magic item that had Requires FP, or a magical ability with Requires ER.
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In practice, I tend to use a suggestion (I think by ghostdancer?) to charge 5 energy per FP/ER an ability would require, and allow the character to spend energy toward it from ER, energy accumulation rolls, HP and FP sacrifices, etc. just like casting a spell. (EDIT: Note, this is defined when the ability is created; it either uses FP or it uses magical energy; I'd probably charge extra if you could choose to pay whichever is more convenient.) |
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Requires Ambient Energy Variable Your ability requires ambient magical energy to use. This is cost is variable and depends on the following: Energy Required Limitation Value 10 or less -10% 11 to 25 -15% 26 to 40 -20% 41 or more -25% For abilities that produce instantaneous effects (e.g., Innate Attack), you must gather this amount every time you trigger the ability. For advantages that produce continuing effects (e.g., Flight), you must gather this amount to activate the ability for one minute. After this initial period you need only gather 1/5 this amount (per minute) to keep the ability active. The values are probably off a bit and I'd probably tinker around with them later. |
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I personally have no issues at all with allowing the same ER to fuel all magicky things, such as magic items (from Magic Magic), Magic Magic Magic spells, Imbuements with the Magic PM etc
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The other balance issue (which I'd forgotten about while writing my earlier post) is that ER (Mana Reserve) and ER (Magic) have different regeneration methods: the former requires mana accumulation rolls but can be refilled in seconds, while the latter recharges at a steady 1 ER / 10 minutes.
I think that's a good reason to keep them separate, in retrospect. An ability that costs three points from ER (Magic) takes half an hour to recharge from, while an ability that costs three points from ER (Mana Reserve) needs maybe five minutes, and that's assuming the character is a non-Adept (otherwise, a few seconds.) |
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