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Old 10-04-2013, 05:50 PM   #1
sir_pudding
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Default The future of Ritual Path Magic

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Originally Posted by Kuroshima View Post
I personally think that RPM should be the standard magic system for 5e :)
I still don't think that any thing that isn't plug-and-play or that doesn't give DF-style results out of the box should be the "standard" magic system for a hobby that mainly still sees D&D (in some incarnation) as the "standard".

Last edited by PK; 10-07-2013 at 04:46 PM.
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Old 10-04-2013, 06:02 PM   #2
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Default Re: Ritual Path Magic already has supplements?

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Originally Posted by sir_pudding View Post
I still don't think that any thing that isn't plug-and-play or that doesn't give DF-style results out of the box should be the "standard" magic system for a hobby that mainly still sees D&D (in some incarnation) as the "standard".
What can I say, I just find RPM much more elegant, and specially much better scaling, than the classic system. As for the rest, I can say no more...
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Old 10-04-2013, 06:06 PM   #3
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Default Re: Ritual Path Magic already has supplements?

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What can I say, I just find RPM much more elegant, and specially much better scaling, than the classic system. As for the rest, I can say no more...
It basically excludes anybody who has any tendencies for analysis paralysis from playing a mage. At least if you want game sessions to be more than just waiting for someone to cast a single spell. I like it, I just don't get the "use it for everything" vibe that y'all seem to have.
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Old 10-04-2013, 06:43 PM   #4
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Default Re: Ritual Path Magic already has supplements?

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It basically excludes anybody who has any tendencies for analysis paralysis from playing a mage. At least if you want game sessions to be more than just waiting for someone to cast a single spell. I like it, I just don't get the "use it for everything" vibe that y'all seem to have.
RPM is the cranberry of GURPS magic. "Hey, you like your apple [standard magic], why not add a little cranberry? You know, cran-apple."
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Old 10-04-2013, 06:48 PM   #5
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Default Re: Ritual Path Magic already has supplements?

The Magic Magic system is very easy to use and internalize, you dont need to think 'I wonder how I might stat this' you just think of the proper spell from Magic and off you go

For instance, in last session, my character was confronted with the need to get a plant inside a solar sphere without the plant being vaporized by the heat

Immediately pops into my mind 'Oh, thats Resist Fire, x3 cost for star level heat'

However, using an RPM Mage, that is . . . . trickier

The eventual solution (which the DM and I took probably entirely to long hashing out) was Greater Transform Body (Altered Traits 0pt feature temperature tolerance center point is a 0pt feature), and 2x Lesser Control Magic (to ratchet said center point up and down)

Now, I love love RPM (hence why I was playing an RPM caster), but, it is definitely a trick at times to figure out how to do stuff with it that would be no fuss, no muss with Magic
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Old 10-04-2013, 06:55 PM   #6
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Default Re: Ritual Path Magic already has supplements?

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Originally Posted by Kalzazz View Post
The Magic Magic system is very easy to use and internalize, you dont need to think 'I wonder how I might stat this' you just think of the proper spell from Magic and off you go

For instance, in last session, my character was confronted with the need to get a plant inside a solar sphere without the plant being vaporized by the heat

Immediately pops into my mind 'Oh, thats Resist Fire, x3 cost for star level heat'

However, using an RPM Mage, that is . . . . trickier

The eventual solution (which the DM and I took probably entirely to long hashing out) was Greater Transform Body (Altered Traits 0pt feature temperature tolerance center point is a 0pt feature), and 2x Lesser Control Magic (to ratchet said center point up and down)

Now, I love love RPM (hence why I was playing an RPM caster), but, it is definitely a trick at times to figure out how to do stuff with it that would be no fuss, no muss with Magic
First, keep in mind that RPM doesn't do absolute effects (usually) - it's very GURPS-y in that way. Second, don't ever let the effects of a spell bog down play. If you (the GM) screw up, oh well, it was a once time effect and won't happen again. Third, that's a pretty clever solution and will have to remember it. I probably would have treated it as a Altered Form with said Feature, that way you can turn it off and on, but I like that.
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Old 10-05-2013, 07:21 AM   #7
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Default Re: Ritual Path Magic already has supplements?

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Originally Posted by Kalzazz View Post
The Magic Magic system is very easy to use and internalize, you dont need to think 'I wonder how I might stat this' you just think of the proper spell from Magic and off you go

For instance, in last session, my character was confronted with the need to get a plant inside a solar sphere without the plant being vaporized by the heat

Immediately pops into my mind 'Oh, thats Resist Fire, x3 cost for star level heat'
That does involve basically memorising GURPS Magic, or at least all the spells your character knows. I have not played a game with RPM, but I have played a fair amount of GURPS: Mage: the Ascension, which has a similar structure, and I found the learning curve a lot shorter and more interesting.
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Old 10-05-2013, 07:38 AM   #8
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Default Re: Ritual Path Magic already has supplements?

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That does involve basically memorising GURPS Magic, or at least all the spells your character knows. I have not played a game with RPM, but I have played a fair amount of GURPS: Mage: the Ascension, which has a similar structure, and I found the learning curve a lot shorter and more interesting.
Yeah RPM can just substitute the Path skills for the Mage Realm ones and just about be ready to go as a Realm or Mage system. Use the section "Alternative Greater Effects p13 and possibly adjust Botches and Quirks to taste.
Magery here works pretty much like Avatar as well.
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Old 10-08-2013, 11:18 AM   #9
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Default Re: Ritual Path Magic already has supplements?

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Originally Posted by johndallman View Post
That does involve basically memorising GURPS Magic, or at least all the spells your character knows. I have not played a game with RPM, but I have played a fair amount of GURPS: Mage: the Ascension, which has a similar structure, and I found the learning curve a lot shorter and more interesting.
At least the spells in GURPS Magic are organized into fairly intuitive Colleges. It would help more of the character creation system encouraged specialist casters, instead of encouraging generalists, but it did get that part half-way right.
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Old 10-04-2013, 07:55 PM   #10
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Default Re: Ritual Path Magic already has supplements?

Just like 3e had Magic and Grimoire I am hoping there someday will be a Grimoire full of more happy fun rituals for RPM
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