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#41 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Quote:
Two advantages in the game that do similar things, called the same and priced the same. That would be a problem, though I see why it was done that way in Monster Hunters. Its kind of like the Ritual Magic system in basic and Magic vs. Path/Book magic. I could just house rule different names but it still may confuse some players, especially ones who use more then one magic system. |
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#42 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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GT:RPM will clarify that the "proper" name of the advantage is Magery (Ritual Path). It also has rules and guidelines for interactions between it and "standard" Magery, and GURPS Magic concepts like "mana level."
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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} |
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#43 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
EDIT: And I see that the man himself already dropped by to set this straight. Thanks, Rev! Last edited by vierasmarius; 06-15-2012 at 08:20 AM. |
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#44 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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If there's a talent that adds to RPM paths and to Thaumatology (and Rev already stated that there will be one in the RPM book), it will act like all talents, adding a bonus to skill level for those skills. Since it will raise both Thaumatology and the Paths, the only cap that it won't affect will be the magery one.
Now, things that give bonuses to the actual energy gathering and casting won't be affected by either cap. Grimoires, Sacred Space, Ritual Mastery, probably Higher Purpose (Style), etc etc will provide the bonuses depending on circumstantial conditions. |
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| ritual path magic |
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