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Old 07-02-2013, 10:36 PM   #37
Christopher R. Rice
 
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: [RPM] Different Setting and Different Paths

Quote:
Originally Posted by Terwin View Post
I am not interested in stacking effects, I am more interested in having healing handy or being able to pull out a 'Kills X fast' charm when the GM tries to get a jump on us with a surprise X.
Charms are ideal for that. I have a player in my current game who spent enough points in RPM to be a modest caster. He relies completely on charms. He has charms to open locks, stop bleeding, futz cameras, etc. He might not have a ton of raw power like the other players but he really makes use of what he he has.


Quote:
Originally Posted by Terwin View Post
More of an ultimate multi-tool then the base magic system?
In my opinion? Yeah. A lot more.

Quote:
Originally Posted by Terwin View Post
That may not be happy-making for my GM, as the last time we used the base magic system he started to develop a twitch whenever I reached for my GURPS Magic book...(I did warn him before the game started that syntactic magic+ normal magic would be incredibly versatile, even after he outlawed certain spells as soon as I described their effects (Time Out anyone?))
... I wonder if *any* of my spells would be considered lesser spells after the first few games...
When creating a ritual in RPM it's more a collaborative effort between player and GM. If you're GM is out to "get you"...well, I don't play with people like that. Of course arguing against the door, the GM really DOES need to know RPM in and out. Being that it's only 8 pages long he should be just fine. Keep in mind that RPM is incredibly "Rule 0" - if the GM says something works a certain way, that is how it works, book bedamned. If he couldn't handle syntactic magic he probably won't like RPM. Thems the breaks. Of course Magic is incredibly broken. I don't have a issue with it per say, but I won't use it any more. RPM is just to perfect to my needs.
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