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Old 06-30-2013, 11:10 AM   #61
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Default Re: Magic to RPM Complete Conversion

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Originally Posted by Raekai View Post
Nope! You're right. I probably just missed a few things as I had to rebuild a few spells. I'll go through and make sure that everything is matching when I update it! If you catch more of those, please feel free to edit your post with them included. Thanks!
Note: I just used a formula to pull up the "cost doesn't match energy." Didn't check to see which was wrong.

An tab, Beast Soother and Beast Rouser (A1 and A2), 14 cost, 10 energy
B tab, Spasm (A5), 19 cost, 18 energy
Ea tab, Sand Jet (A11), 9 cost, 14 energy
I tab, Control Illusion and Dispel Illusion (A9 and A10), 50 cost, 15 energy
L tab, Continual Light (A2), 16 cost, 18 energy
Pl tab, I don't have anything past row 41, did the spreadsheet uploaded get updated?
Wa tab, Snow Jet and Create Spring (A35 and A43), 9 cost and 14 energy; 15 cost and 16 energy
We tab, Rain, Snow, and Hail (A9-A11), 17 cost, 15 energy
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Old 06-30-2013, 11:58 AM   #62
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Default Re: Magic to RPM Complete Conversion

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Originally Posted by Pragmatic View Post
Note: I just used a formula to pull up the "cost doesn't match energy." Didn't check to see which was wrong.

An tab, Beast Soother and Beast Rouser (A1 and A2), 14 cost, 10 energy
B tab, Spasm (A5), 19 cost, 18 energy
Ea tab, Sand Jet (A11), 9 cost, 14 energy
I tab, Control Illusion and Dispel Illusion (A9 and A10), 50 cost, 15 energy
L tab, Continual Light (A2), 16 cost, 18 energy
Pl tab, I don't have anything past row 41, did the spreadsheet uploaded get updated?
Wa tab, Snow Jet and Create Spring (A35 and A43), 9 cost and 14 energy; 15 cost and 16 energy
We tab, Rain, Snow, and Hail (A9-A11), 17 cost, 15 energy
Thank you for all of that!

And, yeah, as of now, there is nothing past 41 on Pl.
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Old 06-30-2013, 01:19 PM   #63
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Default Re: Magic to RPM Complete Conversion

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I will try to make a PDF in my spare time. I don't think it will look good that way. However, if anyone else wants to turn this into a PDF, then I would be happy to see it!

Also, that is how resurrection is done. You can't simply add Extra Life and call it a day. It's stolen from Powers: Divine Favor, and that's how it's built as a power.
Ah. I need to reread Divine Favor; I'd forgotten. It made sense the way you had it, but I'd forgotten some of the details.

I'll see if I can do a .pdf.
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Old 06-30-2013, 03:36 PM   #64
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Default Re: Magic to RPM Complete Conversion

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I haven't had much of a chance to read through this yet as I can't open it on my ipad and so I can only see a very tiny version in Dropbox (.pdf version please?), so I have to wait until I can get on my laptop to fully examine it. From what I've seen, though, it looks great! One question: is there a reason why you did Resurrection not as Extra Life other than Resurrection should be super-expensive to cast?
Quote:
Originally Posted by Raekai View Post
I will try to make a PDF in my spare time. I don't think it will look good that way. However, if anyone else wants to turn this into a PDF, then I would be happy to see it!

Also, that is how resurrection is done. You can't simply add Extra Life and call it a day. It's stolen from Powers: Divine Favor, and that's how it's built as a power.
Actually, it CAN be done using Extra Life. And if you check out Pyramid #3/56 Prehistory (p. 32) there is a example resurrection ritual using Extra Life as its basis.
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Old 06-30-2013, 07:23 PM   #65
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Default Re: Magic to RPM Complete Conversion

What it would do to Banestorm to use RPM and this list of spells on Yrth? Nothing much? Require a rather different way to represent wizardly power? Make them more powerful? I'm really not that familiar with RPM, but this looks fascinating, particularly since there appears to be some rather well-known balance issues with Magic.
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Old 06-30-2013, 08:01 PM   #66
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Default Re: Magic to RPM Complete Conversion

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Originally Posted by apoc527 View Post
What it would do to Banestorm to use RPM and this list of spells on Yrth? Nothing much? Require a rather different way to represent wizardly power? Make them more powerful? I'm really not that familiar with RPM, but this looks fascinating, particularly since there appears to be some rather well-known balance issues with Magic.
I'm not sure about Banestorm specifically, but the way I phased out the old magic system in my campaign to RPM was to introduce a campaign plot. Basically, the laws of magic started breaking down and the PCs had to find out why. The way I set it up was I converted hundreds of spells to their RPM versions and required all PCs to caster spells from Magic their RPM versions only (at first). Later on, one of the PCs had a Eureka! moment and discovered that she could modify the spells on the fly without any special training (in this case perks), eventually she went beyond that and starting creating her own spells. This knowledge spread throughout the campaign world and eventually everyone discarded the "rote" magic in favor of the more flexible forms that the PC discovered. It took close to 8 agonizing months of 12-hour sessions per week but we finally got RPM fully integrated in the setting before we took a break from that game and went back to another. When we go back to it, things should get interesting quick. :-)
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Old 06-30-2013, 08:30 PM   #67
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Default Re: Magic to RPM Complete Conversion

This project illustrates one of the things that I really like about RPM: it can be used as a toolkit for creating whatever spells (err, rituals) you want. Compared to the standard spell magic system, RPM is a lot more flexible, and perhaps a little bit slower: where regular spells have set casting times that are generally in the 1-5 second range, RPM has energy costs that you have to either gradually accumulate energy to pay or draw from your reserves: if you have sufficient reserves, you can cast any ritual with one second of concentration. If you don't, you must spend five seconds for every attempt at energy accumulation, with each attempt being good for an average of 1 to 6 energy (depending on skill).

All of this flexibility comes at a cost: in this case, it's a character point cost. Namely, in order to do the above, you need a 40-point Advantage called "Ritual Adept". Without it, you can still attempt the ritual; but the energy accumulation times will be measured in minutes rather than seconds.

Energy costs in the regular magic system are typically in the low single digits, because the cost is paid with FP; in RPM, the costs are paid from a dedicated energy reserve or ambient energy accumulation and tend to be in the double- or even triple-digits.
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Old 06-30-2013, 08:55 PM   #68
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Default Re: Magic to RPM Complete Conversion

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Originally Posted by dataweaver View Post
This project illustrates one of the things that I really like about RPM: it can be used as a toolkit for creating whatever spells (err, rituals) you want. Compared to the standard spell magic system, RPM Iis a lot more flexible, and perhaps a little bit slower: where regular spells have set casting times that are generally in the 1-5 second range, RPM has energy costs that you have to either gradually accumulate energy to pay or draw from your reserves: if you have sufficient reserves, you can cast any ritual with one second of concentration. If you don't, you must spend five seconds for every attempt at energy accumulation, with each attempt being good for an average of 1 to 6 energy (depending on skill).

All of this flexibility comes at a cost: in this case, it's a character poiint cost. Namely, in order to do the above, you need a 40-point Advantage called "Ritual Adept". Without it, you can still attempt the ritual; but the energy accumulation times will be measured in minutes rather than seconds.

Energy costs in the regular magic system are typically in the low single digits, because the cost is paid with FP; in RPM, the costs are paid from a dedicated energy reserve or ambient energy accumulation and tend to be in the double- or even triple-digits.
This is actually something that Doug Cole and I were discussing recently. We pretty much came to the same conclusion.

I've got a few other ideas on this but it can wait for email methinks. :-)
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Old 06-30-2013, 09:22 PM   #69
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Default Re: Magic to RPM Complete Conversion

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Originally Posted by apoc527 View Post
What it would do to Banestorm to use RPM and this list of spells on Yrth? Nothing much? Require a rather different way to represent wizardly power? Make them more powerful? I'm really not that familiar with RPM, but this looks fascinating, particularly since there appears to be some rather well-known balance issues with Magic.
The first thing that happens is the Elves dispel the Bane a couple of hours after they determined it was miscast. A couple of hours after newborn Banestorm was dispelled, the Elves would re-cast the Bane. Successfully this time.

EDIT: So either have it be a new thing, replacing the old, or enjoy coming up with a reason why it still worked out the way it did in the books. Your call.

Last edited by Sunrunners_Fire; 06-30-2013 at 11:11 PM.
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Old 06-30-2013, 09:35 PM   #70
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Default Re: Magic to RPM Complete Conversion

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The first thing that happens is the Elves dispel the Bane a couple of hours after they determined it was miscast. A couple of hours after newborn Banestorm was dispelled, the Elves would re-cast the Bane. Successfully this time.
I don't think that would be the case.

The bane would represent a pinnacle of elvish spellcasting, probably at the upper limit of what all of the wizards they can gather together could represent. To have it fail spectacularly (likely near the end when there skills are running low and all casters with luck have exhausted it) would then see its energy double. Even if the resulting magic CAN be dispelled it will have a total energy pool of roughly double what an entire nation could put together, making it likely impossible to be dispelled.
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