|
|
|
#11 | |
|
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Quote:
|
|
|
|
|
|
|
#12 | |
|
Banned
Join Date: Oct 2007
Location: Europe
|
Quote:
Also with 12+Magery being a hard cap, it's not clear to me that high IQ is particularly useful. And contrast it with the standard GURPS Magic adventurer mage, with Magery 3 and IQ 4 costing a total of 115 CPs. That's a large chunk too. Add in having to pay 1 CP each for 20 spells, and 5 more VH spells costing 2 CPs each, and we're talking 145 CPs. The chunk just got even huger. |
|
|
|
|
|
|
#13 | ||
|
Join Date: Mar 2010
|
Quote:
Quote:
"such as one where magic has been cast consistently for years" ... sure reads like a Normal Mana Zone after a millennium of use. "Ritually desecrated areas are unable to produce any ambient energy." ... I imagine that would be a No Mana Zone. And relatively easy to generate (and repair). Assuming Low Mana has no modifier to energy accumulation, and is the default situation worldwide, a High Mana Zone would give up to +10 to energy accumulation checks. *guesses* |
||
|
|
|
|
|
#14 |
|
Join Date: Sep 2007
Location: Waterford, MI
|
I think mana levels should effect how fast accumulating energy takes. That's how it works in Thaumatology at least.
|
|
|
|
|
|
#15 | ||
|
Join Date: May 2008
Location: CA
|
Quote:
Quote:
Last edited by Langy; 04-21-2011 at 05:00 PM. |
||
|
|
|
|
|
#16 |
|
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
For the record, the rules on sacred places, desecrated areas, etc., were designed to replace the idea of "mana levels," simply because I've never seen the concept of "mana levels" come into play in any monster hunting fiction I've watched or read. If someone can't cast a spell, it's because the area is warded, or ritually prepared against it, or something similar. I never hear, "Oh darn, I can't cast this spell because this valley isn't magical enough." So there aren't any hidden rules or assumptions for mana levels built into RPM -- if anyone wants to come up with them, I'm interested in hearing how well they work, but not because I think they need to be added to RPM.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|
|
|
|
|
#17 | |
|
Join Date: May 2008
Location: CA
|
Quote:
|
|
|
|
|
|
|
#18 | |
|
Join Date: Sep 2007
Location: Waterford, MI
|
Quote:
Mana levels effect the time it takes to accumulate energy.
RPM is what I'll be taking from the MH series the most, because sadly my group has a strange aversion to any genres but fantasy and space opera (yes that specific). -Joshua |
|
|
|
|
|
|
#19 | ||
|
Join Date: Mar 2010
|
Quote:
Personally, if I was going to use them, I'd make the character divide the additional bonuses between the accumulation stage and the casting stage. So +11 from correspondences, giving somewhere between +0 and +11 to all energy accumulation rolls and the remaining unused bonus to the casting check. Quote:
Or, if you prefer, use the Greater Effect Multiplier chart. "Normal Mana" is 0 Greater Effects, "High Mana" is 1 Greater Effect, "Very High Mana" is 2 Greater Effects, etc. So x1, x3, x5 energy accumulation rates. *rambles* |
||
|
|
|
|
|
#20 |
|
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
I've been planning to do this for my upcoming Steampunk Sci-Fantasy campaign, since the setting focuses heavily on alchemy I've got a half-written up system using MH RPM as a basis for a free-form alchemy variant system. Yeah, it works, and it works well you just need to keep in mind what others have said, the system is REALLY versatile, Ritual Adept (which is just renamed Path/Book Adept from GURPS Thaumatology) is supposed to be expensive.
Ghostdancer
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
|
|
|
![]() |
| Tags |
| monster hunters, ritual path magic |
|
|