[RPM] Critique My Conversion of Ritual Path Magic to Fate Core
Hey, all!
I haven't been around much since I've been experimenting with Fate Core. Don't worry. I haven't left you guys, but I have been enjoying trying out another system. This is for those of you who have both an understanding of Fate Core and GURPS's own Ritual Path Magic system. I did my best to convert the spirit of RPM into a system of magic for Fate Core since it was the one big thing that I was reeeaaaaally missing from this new system. Quote:
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Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
Could you clarify a few things:
For the Using a Known Ritual advantage, how do you know if it's known? Are rituals Stunts or Skills or Aspects or what? Is the advantage Relevant Material Component created by a Resource roll? How is Consecrated Space created? What does the Heal actually heal? How many stress boxes/consequences are removed? Thanks! |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
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Hope that helps! |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
From what I'm seeing you give the RPM mage an extremely high passive opposition (+10) and allow them to offset it with aspects. The trouble is in order to invoke an aspect (without previously succeeding on a Create Advantage roll) to get a +2 you have to spend a Fate point. So either you're expecting the mage to succeed on a ton of Create an Advantage rolls (statistically unlikely), drain all of their Fate points for a single task (unfair) or meet el Diablo when the spell inevitably fails. You'd need a ton of favorable Aspects you could invoke to even hope to light a match with magic, much less do anything fun.
If this is a game where RPM mages are supposed to shine (or be anything but smears of blood in the middle of a pentagram the rest of the characters are investigating) I'd drop the default +10 difficulty and make it no more difficult than a routine task the other characters are expected to do, except only the RPM mage can do it because they have a character aspect that allows them. Or, you could modify the Challenge rules and allow the use of a single skill, by a single person and allow them to add rolled successes until they succeed. Of course any negative rolls mean they lose that many accumulated successes and if they go too far negative then, again, they meet el Diablo for afternoon tea. |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
Let me second ciaran_skye's advice, and add a bit of my own: pick up the Fate System Toolkit. That's got a number of magic systems in it, plus advice on how to make more.
I would strongly recommend ditching the hardwired opposition: in general, Fate Core works better when less is hardwired. Likewise with the various advantages you cite: all of them should be suggestions of the types of Aspects that would help with a RPM casting; but none of them should be requirements. |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
Sorry, I did not realize you were using Freeport Companion spells. There are any number of magic systems you could use and, as fateweaver said, the Fate System Toolkit has a bunch of cool prefab ones to pick from.
I have to agree that the +10 is prohibitive, especially with the one point per consequence/stress box failure penalty. Odds are that you'll kill yourself before you even get off a single spell. In your example, the caster takes 8 stress box hits to cast Heal in a non-combat setting. What's the advantage of RPM in this case? |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
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Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
Not sure what changed...did the Heal ritual drop? The example still seems to be the same.
Keep in mind that the odds of rolling +2 or higher on Fate dice is only 18.5%. The odds of rolling it three times in a row is (.185 ^ 3)= 0.006 or 0.6%. That's once in 166 attempts. Even the odds of rolling greater than +0 Mediocre three times in a row are less than 25%. (.62 ^ 3)=0.24. Adding consequences to the magnitude of the failed dice rolls, especially repeated rolls, will cause a rapid accumulation of hits. |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
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Your idea of altering stress for this system is a good one. Your numbers don't lie. I could change it to 1 hit of stress to reduce the opposition instead of 2 hits, and I could make a failure just a flat 1 hit of stress. Do you think that would balance it out a little bit better? For this example, Jermaine would easily be able to get Heal down to Mediocre (+0) with five hits of stress, and he probably wouldn't have any failures with that against his Good (+3) Lore. The problem is that stress will simply disappear rather quickly (at the end of the conflict), which makes casting such a powerful ritual rather cheap. |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
"the first roll takes seconds instead of minutes" and "subsequent rolls take seconds instead of minutes" are artifacts of GURPS Thaumatology; there's no reason to port the distinction between the two to Fate.
Also, Fate doesn't measure time in seconds or minutes; it measures time in turns, where the length of a turn depends on what makes sense for the scene that's playing out. What you're really discussing is whether the casting is fast enough to influence a scene that's in progress or if it's something that you do between scenes. I do appreciate the switch to a variable Opposition, as that nicely sidesteps the aforementioned need to create and invoke Aspects to stand a chance at succeeding. Conversely, I'd ditch the +10 cap on Opposition, and i'd also be a bit more open about how the caster can get bonuses to his roll: instead of the current implication that there's a select list of ways to improve your roll, note that invoking appropriate Aspects benefits your roll as usual, and mention material components as an example of appropriate situational aspects. Fate runs off if giving the players free rein to invent their own solutions to a problem (such as how to properly power up the ritual); don't restrain them by implying that there's a box that they must stay in. The Ritual Adept stunts are essentially of the "rule breaker" variety, with each one removing one of the three types of Opposition increases — that is, if you have Ritual Adept: Sacred Space, you don't get a +2 to the Opposition if you're not in an appropriate ritual environment. |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
How about this:
Guidelines for Opposition: • Fair (+2) Opposition in ideal circumstances: you're in a consecrated space with the subject present, and you can take your time. • Great (+4) Opposition if any one of the above qualifications isn't met. • Fantastic (+6) Opposition if only one of the above qualifications is met. • Legendary (+8) Opposition if none of the above qualifications is met. If the subject isn't present, you need to have established a sympathetic link to him or the ritual automatically fails. Instead of measuring the potency of a ritual in terms of how much it increases the Opposition, measure it in terms of how many successful actions need to be completed. |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
“Ritual Adept” Stunts:
• Sympathetic Adept: you don't suffer a higher Opposition if the subject isn't present. You still need a sympathetic link to him if he isn't; but it's no harder to cast through the link than it is to cast on a subject who's present. • Fast Adept: crafting a spell in the middle of a scene is no harder than crafting a spell during downtime. • Improv Adept: the lack of a consecrated space doesn't bother you; don't increaes the Opposition if you're not in a consecrated space. |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
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Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
Taking my time and thinking it out I worked up a blog entry for the conversion you're wanting to do.
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Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
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The sympathetic link thing is there to provide some sort of control against the possibility of someone sitting in a secluded location, lurking on the Internet to choose a victim, and casting a Death Note ritual that the victim can't possibly see coming or defend against — though even in Death Note, the mass murderer in question at least needed to get his victim's name (which would be a Sympathetic Link). |
Re: [RPM] Critique My Conversion of Ritual Path Magic to Fate Core
The bit about Paths is something I was thinking of, too. My solution would be to have a ritualist (i.e., a character with an Aspect that grants access to RPM) get an extra “Skill Pyramid” to be filled exclusively by Path Skills, with its apex capped by your Lore skill from your primary skill pyramid. Given that there are only nine Paths (ten, if you include Nonexistence), the usual Pyramid has too many slots; so I'd go with a narrower Path Pyramid:
• one Path at your Lore rating • one Path a step down from your Lore rating • two Paths two steps down from your Lore rating • two Paths three steps down from your Lore rating • three Paths four steps down from your Lore rating Stop just before you get to Mediocre (+0) proficiency. You wouldn't use Lore to perform RPM; you'd use the appropriate Paths. As such, I'd revert Lore to its standard definition in Fate Core. |
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