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#1 |
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Join Date: Feb 2005
Location: Austin Texas
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I've been trying to figure out how I wanted to deal with calculation time. I've got an inspiration for a "typical" fantasy game where the magic system is RPM but they can only do "precasts". Basically require them to have a safe space to cast.
In my brain it feels a lot like fire and forget magic. However, maybe Peter's idea for required rituals might work as my main problem is how do I keep from boring my nonmage characters.
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He stared out in the distance to see the awesome might of the Meerkat war party. |
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#2 |
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Join Date: Feb 2005
Location: Berkeley, CA
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In general, if you spend a lot of work making the magic system cool, and less work making the non-magic stuff cool, you're going to wind up encouraging people to play mages. I'm finding my preferences moving towards totally eliminating tactical magic.
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#3 |
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Join Date: Jul 2007
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I really like this idea, and was eagerly awaiting the RPM book for ideas on tackling this to use RPM as a sorta building system for academic spells, but I can see a few problems.
If you allow spells to be cast on a non-adept timeframe without the restriction of having spells with Ritual Mastery, in their Grimoire, or some kind of Technique system (which I was planning for my house rules), then you run the risk of people only using their grimoires for combat-scale spells, spells they really want buffed, etc. Everything else they'll do when they have time, or make charms for it. You might want to make non-Grimoire casting take a bit longer or impose some other difficulties, otherwise players might neglect the system when not under time-sensitive conditions. |
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#4 |
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Join Date: Aug 2012
Location: Estonia
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Quite right. I was more in line thinking that they will not only use the timeframe for non-adepts but actually be non-adepts when not using grimoires with all appropriate penalties.
What to you think the Ritual adept(with grimoire only spells) should be worth in this campaign? Also it would probably be good idea to keep (most/all) grimoires a spellbooks only meaning no flat bonuses. Grimoire that will give somekind of bonus to casting would be rare or non-existent. |
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#5 | ||
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Join Date: Nov 2009
Location: Oregon
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Quote:
Quote:
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#6 |
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Join Date: Aug 2012
Location: Estonia
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I was thinking about enchanted items too. When going DF, DD style then tehy will just loot or buy them. In case they are interested in makeing teir own though the RPM is not so good at long time lasting enchantemnts.
I as thinking that enchanted items should come from skills like alchemy and symbol drawing etc. A simple idea would also use the invention rules - so every magic item is a single and somewhat unique invention/project. Invention rules make for quite costly both in time and cost items so would suit for artifacts like magic items are. Just put them down as something very complex and expensive with no known exemplars to reverse engineer them and voila. Require alchemy, thaumatology, symbol drawing and what not for engineering rolls and its done. Maybe for not so flashy consumables a standard alchemy system from magic is also ok. |
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#7 | |
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Join Date: Oct 2009
Location: Plugerville
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Quote:
Unless you are in a position to take -10 to skill, each gather attempt takes at least 1 combat turn, (up to 5 turns with Adept, and 'not in combat' times without adept) So there should be plenty of time to calculate the cost of a combat spell, while waiting to gather the needed mana. Even outside of combat, a quick guestimate by the GM should work pretty well most of the time. And don't forget that charms more or less need to be made at 'home', and would probably be down-time activities more than anything else. Also, I suspect I would come up with a page or two of pre-calculated spells covering most common needs that you could pre-approve over email, just like charms. Finally, as there are only a hand-full of tables that are relevant for calculating spell costs and I would probably print those out all on one sheet so there would not be any 'I know just the spell effect for this situation, just a sec while I look it up in the Magic book so that I have all the details' that slowed things down in that first game with syntactic magic. Give a nice high limit on charms and there may be very few instances of even needing to cast during a session(aside from a series of rolls at the beginning while waiting for everyone to arrive, but that does not seem problematic as I am the host and you are usually the first to arrive) Last edited by Terwin; 10-11-2013 at 03:16 PM. |
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| Tags |
| ritual path magic |
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