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Old 11-06-2013, 05:37 PM   #1
Randyman
 
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Default [RPM/Thaumatology] Ogham Tree Magic

While perusing Thaumatology recently, I was struck by the worked examples scattered throughout that were based on Ogham Tree Magic. I would love to see Ogham done as a fully worked example of an alternate RPM system.

Thoughts/comments?
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Old 11-06-2013, 06:14 PM   #2
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

Once I take the time to write up my notes on "green magic" in my setting, I'll post what I did, if you like. It is basically just swaps out the existing paths for the nouns from the ogham. I've kept the same lesser/greater divide as RPM but have placed a hard limit on green magic so that it can only directly affect the natural world (this is a result of my cosmology and other in-setting considerations).

As for tree/path descriptions, Thaumatology amply covers the concepts behind each tree. As a GM, I would always consider using an appropriate part of a tree in an appropriate way (the roots and leaves of an oak to represent gateways, iirc) as Traditional Trappings. I would also replace Alchemy with Herb Lore for elixirs. I'd have to look into the actual traditions of druidism, but I'm pretty sure subbing out Thaumatology for Ritual Magic is probably appropriate, as well.
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Old 11-06-2013, 07:14 PM   #3
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

Quote:
Originally Posted by Randyman View Post
While perusing Thaumatology recently, I was struck by the worked examples scattered throughout that were based on Ogham Tree Magic. I would love to see Ogham done as a fully worked example of an alternate RPM system.

Thoughts/comments?
Working on that and a few other systems for Pyramid, won't be out any time soon.
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Old 11-06-2013, 08:48 PM   #4
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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Originally Posted by Ghostdancer View Post
Working on that and a few other systems for Pyramid, won't be out any time soon.
A. Good news! I'm sure it (and the others you are writing) will be worth the wait.

B. You know, with all the Pyramid articles you are writing on RPM, you may have enough word count for Thaumatology: Ritual Path Magic II...
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Old 11-06-2013, 08:52 PM   #5
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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Originally Posted by Randyman View Post
A. Good news! I'm sure it (and the others you are writing) will be worth the wait.
It's not bad. I can make it better. :-)

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Originally Posted by Randyman View Post
B. You know, with all the Pyramid articles you are writing on RPM, you may have enough word count for Thaumatology: Ritual Path Magic II...
Yes, but that wouldn't happened until next year some time at the earliest. With Pyramid I can get it out faster (if it's accepted) and test the waters for a bigger project...should it prove popular. My eventual goal is to make RPM so desirable that it is the preferred magic system. No idea if that's a realistic goal, but if RPM has as many options as the regular system...there may be a chance.
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Last edited by Christopher R. Rice; 11-06-2013 at 09:07 PM.
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Old 11-06-2013, 09:04 PM   #6
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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My eventual goal is to make RPM so desirable that it is the preferred magic system. No idea if that's a realistic goal, but RPM has as many options as the regular system...there may be a chance.
It's the preferred magic system for my group!
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Old 11-06-2013, 09:33 PM   #7
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

I use either it, Book Magic, or Powers as Magic.
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Old 11-07-2013, 12:02 PM   #8
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

Quote:
Originally Posted by Ghostdancer View Post
It's not bad. I can make it better. :-)



Yes, but that wouldn't happened until next year some time at the earliest. With Pyramid I can get it out faster (if it's accepted) and test the waters for a bigger project...should it prove popular. My eventual goal is to make RPM so desirable that it is the preferred magic system. No idea if that's a realistic goal, but if RPM has as many options as the regular system...there may be a chance.
I can compile a list of problems/enhancements we saw on the spell system vs the base system if you'd like.

One big issue I had was there wasn't a gaping large incentive to go alchemy with it over the charms.
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Old 11-07-2013, 12:06 PM   #9
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

And one thing, as the GM, I liked that the book had a bunch of ritual examples in the back. More of those for quickly pulling NPCs out of my butts that would use the magic system would be great. I found that was a huge advantage of the magic book.

I could just handwave and say "Yeah, he can do this spell at this level" and could make entertaining enemies without having to think too hard on the ritual/combination involved.

Especially since my players ENJOY doing random things that make me need to come up with lots of stuff on the fly and no prep time.
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Old 11-07-2013, 12:12 PM   #10
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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Originally Posted by GodBeastX View Post
One big issue I had was there wasn't a gaping large incentive to go alchemy with it over the charms.
To be fair, there shouldn't be a "gaping large" incentive to do so, because then there'd be no point in charms. Instead, alchemy offers a few unique advantages -- the biggest being that a dedicated alchemist can focus on Magery and two skills (Alchemy and Thaumatology) instead of Magery and ten skills (Thaumatology and the nine Paths). It's a huge point savings.

If you want to make alchemy more useful, just apply one of the latter two options for Limits on Elixirs (p. 30). Option #2 means that potions don't eat up conditional spell "slots," which means that a properly prepared caster will have a mix of potions and charms/hung spells. Option #3 removes "slots" from the equation completely, and basically turns potions into common gear that can be made without any limits.

So trust me, if you want to bump up alchemy, just allow elixirs to expire instead of counting as conditional spells, and pretty soon I'm sure your casters and their friends will be carrying around dozens of useful potions. :)
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