Re: [RPM] High Energy Cost spells (Example Body of Shadow)
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Re: [RPM] High Energy Cost spells (Example Body of Shadow)
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Re: [RPM] High Energy Cost spells (Example Body of Shadow)
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Campaign is on the cusp of the dawning of the age of wizardry. There aren't local magic shops from which people can purchase grimoires. Talahsee (kind of a collective hive-mind society of elves greatly in tune with the world) have shown up and have started teaching men about how to weave magic. Humans, in return, will repay the poor Talahsee with the contagion of individuality, leaving their innocent society in shambles eventually. So right now, definitely a time of high magic and experimentation. Would-be NPC mages will be screwing up and melting their brains or causing upheaval (adventure plot hooks for the party to resolve) as the two societies come to terms with contact with each other, etc. There isn't much in the way of magic items, grimoires, and an established tradition of wizardry (yet). The players are playing characters present at this important point in the campaign world's history (It's an old established campaign world from back in my days of 2nd Edition D&D and those old Skills and Powers books). The TL is at the end of TL2, with just a few TL3 things starting to show up. |
Re: [RPM] High Energy Cost spells (Example Body of Shadow)
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Re: [RPM] High Energy Cost spells (Example Body of Shadow)
I generally don't follow RPM threads all too often - and I apologize if someone else has mentioned this idea. However, this thread sort of touches upon something I've observed with GURPS 4e. In the past, players have commented upon the fact that certain things in GURPS were too cheap for effects they had on play. I've noted however, the reverse is now also true in that certain things are too costly (in the eyes of my players) for the effects granted by any given advantage. Perfect case in point was the "turn undead" capability from the old D&D campaigns (by old - I'm talking about the little white box/brown books version on up through at least AD&D). When my wife saw just how much the "advantage" cost for the campaign in question, she said "No" in about three seconds after my explanation of the advantage. Likewise, if certain spells are TOO costly in energy, then perhaps what is needed is a bit of "fine tuning". Currently, based upon a quick read of GURPS THAUMATOLOGY RITUAL PATH MAGIC, it appears that the energy cost multiplier for spells could be written as:
1 + GEP*2 where GEP is Greater Effects Present. So, why not tweak the formula to something like this: 1 + MEP*1 + GEP*2 where MEP is Moderate Effects Present, GEP is Greater Effects Present, and then create a new category of effects where the Moderate Effect is midway between a Greater Effect and Lesser Effect? This way, the GM can redefine what precisely is a Moderate Effect as they see fit for their campaign, while retaining the ability to say that the Moderate Effect is better than Lesser Effect, but that the Greater Effect makes things even more dangerous or more costly energy wise or what have you. |
Re: [RPM] High Energy Cost spells (Example Body of Shadow)
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Re: [RPM] High Energy Cost spells (Example Body of Shadow)
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Remember, the divide between Lesser and Greater is always up to the GM and should be tweaked to fit the setting. |
Re: [RPM] High Energy Cost spells (Example Body of Shadow)
I agree with OP about that spell being ridiculously overpriced. Why is turning into a shadow for a very short time anywhere near the value of anything else of 350 energy?
You could raise the dead with that. |
Re: [RPM] High Energy Cost spells (Example Body of Shadow)
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If both were a Lesser Effect, it's now hovering at only 70CP. All the advice I've gotten so far has been really awesome. Quote:
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