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-   -   [MH] RPM Creating Things (https://forums.sjgames.com/showthread.php?t=83223)

Kalzazz 09-12-2011 09:24 PM

[MH] RPM Creating Things
 
Is it possible to create stuff using RPM? For instance food, water or ammo?

lexington 09-12-2011 09:44 PM

Re: [MH] RPM Creating Things
 
Quote:

Originally Posted by Kalzazz (Post 1246829)
Is it possible to create stuff using RPM? For instance food, water or ammo?

I don't think anything forbids using Greater Create Matter for it plus costs for more matter. The mage should be forced to also roll against an appropriate skill for anything complex with a penalty for holding everything in mind at once.

PK 09-12-2011 09:55 PM

Re: [MH] RPM Creating Things
 
"Create" is one of the basic spell effects, and "Create Matter" can certainly be used to make food, water, ammo, etc. However, creating anything more complex than raw materials requires an appropriate skill roll -- so you could create bullets, but your Armoury (Small Arms) or IQ-based Guns roll would determine whether your bullets actually worked!

(Food and water are a minor issue in that all created matter expires at the end of the spell's duration, but I'd say that as long as the duration has at least a day to go when you consume it, you're fine. By that time, your body has already used up all of the nutrition it needs and passed everything it doesn't.)

Kalzazz 09-12-2011 10:02 PM

Re: [MH] RPM Creating Things
 
Ah. How would you assign the difficulty for the 'can you make this' check?

Given the differences involved between say 'blackpowder and lead ball' '.45 ACP' 'cyanide tipped ADPS caseless whatevers' and 'Railway Cannon'

lexington 09-12-2011 11:06 PM

Re: [MH] RPM Creating Things
 
Quote:

Originally Posted by Rev. Pee Kitty (Post 1246841)
(Food and water are a minor issue in that all created matter expires at the end of the spell's duration, but I'd say that as long as the duration has at least a day to go when you consume it, you're fine. By that time, your body has already used up all of the nutrition it needs and passed everything it doesn't.)

A lot of the atoms and molecules hang around, waiting to be used. In a very scientifically minded setting a dedicated and powerful poisoner might feed a person nothing but created food and let the person die by inches from lack of material for cells to use.

Quote:

Originally Posted by Kalzazz (Post 1246848)
Ah. How would you assign the difficulty for the 'can you make this' check?

Given the differences involved between say 'blackpowder and lead ball' '.45 ACP' 'cyanide tipped ADPS caseless whatevers' and 'Railway Cannon'

A quick method would be a penalty equal to the CPS multiplier (along with a constant -1 or -2 IMO) with a minimum of -1 and a solid slug (or ball) having no penalty.

So ADPS would be -3, cyanide filled hollow point would be -2. Caseless should be irrelevant, either the rounds are like that or not it's not an alteration to an existing round.

Kalzazz 09-13-2011 01:06 PM

Re: [MH] RPM Creating Things
 
Ah, excellent, that works very well for ammo

Any idea on guns or other things?

starslayer 09-13-2011 03:01 PM

Re: [MH] RPM Creating Things
 
I'd give it a difficulty equivalent to the crafting difficulty (minus tools)- so you'd need to refer to the gadgeteering rules and apply the penalties for producing a prototype of given complexity from workable plans.

I think; just to prevent 'I create a +8 grimore of create matter grimore' type scenarios I would also give a -1 for every 1/10th of campaign starting wealth to the crafting roll; The AK-47 is easier to create then the M16-A2 and costs less because of that; it is also easier to craft with a create matter roll.

I would let gadgeteers ignore that cost based limiter and perhaps allow a gadgeteer 2 [only for create matter magic] -50% advantage.

So even a master mechanic with RPM can't just smash there 'create matter' charm into the ground and end up clad in an instant suit of power armour; but a mechanic/witch/gadgeteer COULD.

Kalzazz 09-13-2011 03:43 PM

Re: [MH] RPM Creating Things
 
I think that -1 per 10% of wealth AND gadgeteering level penalties is double penalizing and overkill

A gadget is simple/average/complex/amazing however based in part on how much it costs

I would just got for gadgeteering rules . . . . -19 for a Complex +1 TL item for a TL 9 battlesuit is chewy enough as is

PK 09-13-2011 03:47 PM

Re: [MH] RPM Creating Things
 
Quote:

Originally Posted by starslayer (Post 1247229)
I think; just to prevent 'I create a +8 grimore of create matter grimore' type scenarios

That isn't viable. PCs can't create grimoires anyway, not to mention it's stated several times that you can't use magic to get better at magic. You can't cast a spell to give yourself Magery, a ritual that gives you extra FP has the build-in limiter that said FP aren't sacrificable for magical energy, and so on. Grimoires are no exception.

Quote:

I would let gadgeteers ignore that cost based limiter and perhaps allow a gadgeteer 2 [only for create matter magic] -50% advantage.
Sure, that's fair. I would let a caster/gadgeteer waive the need for a roll to determine quality, especially since you're not inventing something, just making it. If you are inventing something new, make a "Some Assembly Required" roll (MH2, p. 24) instead of a craft roll.

For everyone else, a craft roll is necessary. It's fairest and most balanced to tie the result in to the dollar value of what's being created (much like Gadgeteer does). Off the top of my head, I'd probably do something like:

MOD / ITEM COST ("Up to...")
0 $10
-1 $20
-2 $50
-3 $100
-4 $200
-5 $500
-6 $1,000
etc.

starslayer 09-13-2011 04:03 PM

Re: [MH] RPM Creating Things
 
Quote:

Originally Posted by Rev. Pee Kitty (Post 1247264)
That isn't viable. PCs can't create grimoires anyway, not to mention it's stated several times that you can't use magic to get better at magic. You can't cast a spell to give yourself Magery, a ritual that gives you extra FP has the build-in limiter that said FP aren't sacrificable for magical energy, and so on. Grimoires are no exception.

Ok, poor example- but I think the idea still stands. Complexity of gadget == greater difficulty in creating it with RPM; Even if a dollar store stopwatch only costs $1 it should be harder to create then a dollar store flashlight.

Quote:

Originally Posted by Rev. Pee Kitty (Post 1247264)
Sure, that's fair. I would let a caster/gadgeteer waive the need for a roll to determine quality, especially since you're not inventing something, just making it. If you are inventing something new, make a "Some Assembly Required" roll (MH2, p. 24) instead of a craft roll.

For everyone else, a craft roll is necessary. It's fairest and most balanced to tie the result in to the dollar value of what's being created (much like Gadgeteer does). Off the top of my head, I'd probably do something like:

MOD / ITEM COST ("Up to...")
0 $10
-1 $20
-2 $50
-3 $100
-4 $200
-5 $500
-6 $1,000
etc.

Wow- you were MUCH harsher then I was for the sliding scale of cost/penalty.

Kuroshima 09-13-2011 04:45 PM

Re: [MH] RPM Creating Things
 
Rev, convince the higher ups and release this as MH5 already ;)

Kalzazz 09-13-2011 05:17 PM

Re: [MH] RPM Creating Things
 
RPK's system is much more lenient, as it doesn't make the higher value items quite as impossible, even though it does make lower end items tricksier

Kalzazz 09-13-2011 05:20 PM

Re: [MH] RPM Creating Things
 
Can you cast a spell to give you a bonus to Mechanic (item in question) or is that also precluded under 'can't use magic to get better at magic'?

PK 09-14-2011 11:17 AM

Re: [MH] RPM Creating Things
 
Quote:

Originally Posted by starslayer (Post 1247274)
Wow- you were MUCH harsher then I was for the sliding scale of cost/penalty.

Bear in mind that was strictly off the top of my head. GURPS doesn't really have an official set of "quick and dirty" rules for assigning penalties to craft rolls, because there are so many factors and variables and all that. (LTC3 touches on this, but it instead applies longer times to harder crafts, which isn't directly applicable here.) If you want something a bit less harsh, you could turn my 1/2/5 progression into a 1/3/10 one:

$10 = 0
$30 = -1
$100 = -2
$300 = -3
$1,000 = -4
$3,000 = -5
$10,000 = -6

Though that feels too lenient to me. I prefer my first progression.

Quote:

Originally Posted by Kalzazz (Post 1247321)
Can you cast a spell to give you a bonus to Mechanic (item in question) or is that also precluded under 'can't use magic to get better at magic'?

Good question. I'd say that the craft roll is not part of the magic spell -- it's just a way for the GM to see how well you were picturing the item's details in your head. So you could give yourself a Mechanic or Engineer bonus, yes. That might even be a nice way to balance out the power of a specific "Create" spell for an expensive item -- add in the spell effect and bestowed bonus to cancel out the huge penalty for imagining it properly.

Langy 09-14-2011 11:50 AM

Re: [MH] RPM Creating Things
 
Quote:

Originally Posted by Rev. Pee Kitty (Post 1247725)
Bear in mind that was strictly off the top of my head. GURPS doesn't really have an official set of "quick and dirty" rules for assigning penalties to craft rolls, because there are so many factors and variables and all that. (LTC3 touches on this, but it instead applies longer times to harder crafts, which isn't directly applicable here.) If you want something a bit less harsh, you could turn my 1/2/5 progression into a 1/3/10 one:

$10 = 0
$30 = -1
$100 = -2
$300 = -3
$1,000 = -4
$3,000 = -5
$10,000 = -6

Though that feels too lenient to me. I prefer my first progression.



Good question. I'd say that the craft roll is not part of the magic spell -- it's just a way for the GM to see how well you were picturing the item's details in your head. So you could give yourself a Mechanic or Engineer bonus, yes. That might even be a nice way to balance out the power of a specific "Create" spell for an expensive item -- add in the spell effect and bestowed bonus to cancel out the huge penalty for imagining it properly.

I'd just move it up a few steps, rather than change the progression entirely. A penalty to make a completely normal, ordinary, probably-not-all-that-Hunter-worthy item seems a bit much. So something like:

MOD / ITEM COST ("Up to...")
-0 $50
-1 $100
-2 $200
-3 $500
-4 $1,000
-5 $2,000
-6 $5,000
etc


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