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#1 |
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Join Date: Sep 2004
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I've been thinking of using RPM in a fantasy game. Looking at GURPS Thaumotology RPM, i see that Fireball is a greater create energy effect and costs 6 points per +1d. I also see that lesser destroy body causes damage at 2 points per +1d if the tech in the setting allows that level of damage from a hand held or ranged weapon.
That's a big difference in cost. Can I apply the setting rule to a fireball? Even in a TL 3 game, 12 fatigue for a 2d fireball seems ridiculous. Thanks nudj |
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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Certainly!
What is a Greater or Lesser effect is very much a GM decision, largely based on the setting and how the GM wants magic to work. In a high fantasy setting I might run RPM with almost nothing requiring a Greater Effect. Or I might break it down by specialty or something. Say use RPM for both clerical and wizard magic. Then give Clerics healing as lesser but wizards as Greater - or just ban them from it.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#3 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Energy isn't FP, and 12 isn't a lot to gather when preparing spells as conditionals or charms.
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#4 |
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Join Date: Sep 2004
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#5 | |
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Join Date: Sep 2004
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If that suits your tastes, it works well for that. If you want spontaneous magic I'd suggest using using Sorcery instead. |
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#6 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Quote:
Even with Ritual Adept it can be a problem coming up with enough energy fast enough. So you want to have charms premade so you can quickly get your spells off. You are limited in how many you can have but don't need them for most noncombat effects. Charms are essential to effective magical combat.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 | |
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Join Date: Mar 2017
Location: Brazil
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Quote:
RPM however has conditional magics and Charms exactly for that purpose. Just make a "Wand of Fireball" with a few charges, just in case you need it. RPM is a fascinating system, in one hand it is perhaps the most open ended I've ever seen, truly allowing you to really feel what a "Mage" means, with basically every possibility imaginable open to the caster. In the other hand, you have to think carefully what it is that you want and what you might need when your need is the greatest. Suppose the level of skill you have allows for 10 conditionals or charms. What do you do with those? Do you set 3 slots for fireballs, 1 for a "magic shield" and 6 healings? Well, that seems a good pick - 3 sources of ways to put the hurt on foes, 1 way to protect yourself or someone, and 6 "doses" of medicine, just in case. But what if you enter in a dungeon filled with incorporeal undead? In that case, it would've been better to have stocked a few "Exorcism" spells, but you had no way to know it beforehand. Therefore, RPM can do anything - like a true mage from fantasy stories do - but cant exactly always be prepared and capable of solving every single problem with just a few Abracadrabas. And this is a kind of magic that requires the players to think tactifully. |
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#8 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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If you take Adept it changes from ritualistic to on the spot.
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#9 | |
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Join Date: Sep 2007
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RPM was originally designed for the Monster Hunters line, urban fantasy of the sort which normally presumes a wainscot / secret magic setting, and often in the modern day where there's not evidently a lot of magic around (from my mundane point of view). Magic is ritualistic, a relatively drawn-out process of pouring through the grimoire and going through the motions to "gather energy". MH also assumes preparation is important to the success of the hunters -- researching to figure out what they're up against, learning its weaknesses, scouting its habits, lair, and minions, and for the mages, creating charms for spells they're likely to need, not just doing everything off the cuff, charging into the next dungeon room because the PCs are supposed to win, right? Well, not the unprepared PCs, at least not in MH. The Greater / Lesser Effect distinction is there also to help give the mechanics that feel of a secret magic setting. Think Mage: the Ascension rather than D&D. Magic with big flashy effects that are really improbable in the setting are Greater, with the meta goal of discouraging their use in favor of magic that's more subtle, easier for the mundanes to overlook or confuse as some rational effect. If that's not the feel of the setting you want for a game, but you do want mages slinging fireballs and calling lightning, teleporting about the battlefield, then you might make Ritual Adept cheaper or otherwise speed up energy gathering, and you might rarely or never have Greater Effects in that setting. You might also need to ponder what limits mages do have in the setting, so other archetypes aren't at best redundant. |
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#10 | |
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Join Date: Sep 2004
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Thanks for all the advice guys! |
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| Tags |
| ritual path magic |
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