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Old 06-14-2012, 09:07 PM   #41
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Default Re: [RPM] I need "Styles"

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Originally Posted by Peter Knutsen View Post
Why does it cause problems? MH Magery isn't the same at all as GURPS Magic Magery or any other Power Talent.

MH Magery breaks down to a 9 point Energy Reserve and a Perk.
You kind of answered that.
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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Old 06-15-2012, 02:17 AM   #42
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Default Re: [RPM] I need "Styles"

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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Old 06-15-2012, 08:17 AM   #43
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Default Re: [RPM] I need "Styles"

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Originally Posted by Refplace View Post
You keep confusing me with reference to the Magery cap. In your example you did not even use it, instead you used Thaumatology as the cap.
However that aside yeah so far only Talent raises your cap but if Higher Purpose also raises the cap I think that would be fine.
The next question is do all those bonuses offset penalties only or count as effective skill? If the latter then they can help you accumulate much more energy. And yeah if any of this is wrong I hope that RPK pounces by and lets us know. Also I expect a lot of it (hopefully all) to be cleared up when we have the book in our hands.
Path skills are capped at the lower of Thaumatology or 12+Magery. That second one is what I was referring to as the "Magery cap". And while a Talent adds to Thaumatology (and thus raises that cap) it doesn't have any impact on the Magery cap. Higher Purpose ignores both caps. If the character has Magery 3 and Thaumatology 15+, the highest Path skill he can reach with Talent + Skill is 15. Higher Purpose and all other bonuses (Ritual Mastery, Grimoire, Site of Power, etc) can raise the effective skill above the skill cap. These aren't increases to the skill itself, but more like TDMs, making the task itself easier.

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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Old 06-15-2012, 08:49 AM   #44
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Default Re: [RPM] I need "Styles"

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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