Re: [RPM] Questions
Seconded. Though I wouldn't make someone pay for Selective Effect (4) and Lesser Sense Body (2). That's redundant; do one or the other. (Note that while using LSB seems like the better deal, it also may be adding another Path to the spell, which makes it potentially harder to cast.)
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Re: [RPM] Questions
So it's like "yeah you can target the victem's eye for another 258 points. Maybe you're better off with external damage or inducing blindness instead. ".
That actually works for me. Thanks! |
Re: [RPM] Questions
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Re: [RPM] Questions
So you guys know I wrote a web app for calculating the cost of RPM rituals.
I'm currently adding some automated tests on the app, and how I verify that the app is working correctly is to directly copy a ritual from Chapter 4 "The Grimoire" from GURPS Thaumatology: Ritual Path Magic and compare the output of my app against the actual text from that book. In doing so, I'm finding some differences! In some cases these are actually typos in the text; others may be a difference between my algorithms and how the author calculated the ritual. I'm going to add some posts on specific questions about the cost calculations below to get everyone's feedback. Does SJG want a list of the things that look like typos? |
Re: [RPM] Questions
Here's the first one I have a question on:
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The app uses this rule from GT: RPM p. 17: Quote:
Which is correct? |
Re: [RPM] Questions
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PK, any comments on this? |
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Re: [RPM] Questions
Resistance with HT vs Will:
The book just broadly states that "every potential subject who is not a willing participant resists with a Quick Contest using the better of his HT or Will" Does this really make sense considering most spells are either mental or physical in their effects? I just had a player take considerable issue with this and, when it comes right down to it, I kind of agree with him. Is there anything I'm missing if I rule that mental spells are resisted by Will and physical spells are resisted by HT? Quick and Dirty I think the whole idea of a process like Quick and Dirty Charms is a very good one. I'm thinking of using it not just for charms but any "big" spell that would mean a lot of die rolls to accumulate energy. The real problem that I have with it is that it's hard to teach players. That's because it's so counter intuitive. For the first roll, the pluses are essentially negatives...ok...but then for the 2nd roll it's reversed. I understand that it's a method to simulate odds but I don't really get why something more simple and game friendly couldn't be thought up. Any explanation or thoughts are welcome! |
Re: [RPM] Questions
You could, but you'd need to classify every spell you plan on using as either mental or physical and that's just a PITA. You could add +10% to final energy to choose a specific effect using my rules for Repurcussive Rituals - but you must be careful with that.
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