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#1 |
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Join Date: Mar 2006
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(no, these questions themselves are not magical)
A few years ago, I'd had ideas for what was essentially a Monster Hunters campaign and I'm now thinking of running one. Originally, I was going to use two different magic systems -- the standard mana-based spell magic and 3rd edition's spirit magic (Path/Book magic since Thaumatology brought it into 4th edition, but that wasn't out when I was first contemplating this). Looking at MH's Ritual Path Magic, it seems like it would do a fine job of bringing together aspects of those other two systems that I liked for this setting. However, I am having difficulty wrapping my head around how to run it. What I like about both "standard" GURPS magic and the Book/Path system is that the GM or player can just look the spells up and see how long they take to cast, how much energy it uses, and what the effects are. I think I would have a hard time with having to figure up each spell as it's cast. I'm struggling just to figure out what I think something like a fireball or invisibility spell would be. What is RPM like in practice? Is there a handy reference sheet that consolidates the rules for casting? Does anyone have lists of spells already worked out as examples (aside from the examples in the MH books)? |
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#2 |
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Join Date: Nov 2008
Location: Yukon, OK
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There are lists of worked out spells posted to these forums and a few websites.
I dont have the links but search for RPH and Path/Book here and should come up with a few. If not I am sure someone will come along. |
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#3 |
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Join Date: Aug 2004
Location: Austin, TX
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I've been running an online MH game. Sample spells drawn from it are here:
http://westmarchsaga.wikia.com/wiki/MH/Mark's_Spells and here: http://westmarchsaga.wikia.com/wiki/MH/Forum_Spells In play, coming up with spells on the fly usually takes 2-3 exchanges of typing, for 2-10 minutes depending on how much thinking or rules look-up is required. More complex builds take longer, but most RPM spells aren't very complex in themselves. Advantage builds for adding powers can a hassle ("I want to give myself Clairvoyance with 1000x range and some side effects to keep the cost down"). I'd say the biggest limitation is that it takes a while to get a good grasp of what can be done "safely" - the table in Sidekicks helps, but the size of a spell that can be cast with Skill 15 versus Skill 12 versus Skill 22 can be confusing. One of my players tends to overestimate the safe draw, and has generated some memorable critical failures when he tried to cast a 200 energy spell in the field with effective Path skills of 14 or so. |
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#4 |
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Join Date: Jan 2009
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Hey,
If you still need it, feel free to check out my spell book. I published it as a google doc. Search the following post: [mh] need a spell book You can just click on the link and it will take you to the spell book. It is in an excel format. Please let me know what you think. Feel free to e-mail me with any questions that you may have. :) Merrick |
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#5 | |
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Join Date: Aug 2008
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Quote:
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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