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#1 | |
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Banned
Join Date: Oct 2007
Location: Europe
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I don't think RPM is as bad at it as GURPS Magic, though. But as I said earlier, I'm not sure how much less bad it is. One interesting question is whether a caster with 1 CP in eight of the Paths and 16 CPs in the 9th is a generalist or a specialist, or if we need some new term for that kind of caster, or more generally for that kind of character type. Dabblist, a combination (portmanteau) of dabbler-specialist? And how much it matters. It's my impression that higher Path skills are very worthwhile in RPM, unlike in GURPS Magic where once you hit skill 15 you basically stop wanting to put CP into that spell, unless it's one you use really often. Part of what interests me is the presence of player-chooseable inborn skewed aptitudes in the character creation system, e.g. One-College Magery in vanilla GURPS (in worlds where Magery can't be learned), or the many Virtues and Flaws in Ars Magica that makes the magi character more or less apt at using particular kinds of magic. Those serve to build in permanent flavour in the character, influencing his future development, usually not in an absolute way (few Ars Magica magi have Flaws that completely prevent them from using any one Verb or Noun) but rather as a matter of degree, encouraging or discouraging the character from pursuing certain career paths, but not always so strongly that sufficient in-character motivation (or in-world developments, e.g. if the party's Covenant needs someone to become a necromancer) can never counter-act it. And of course combinable in a multitide of permutations, unlike the rigidity of few-class systems such as D&D or AD&D. |
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#2 |
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Join Date: Mar 2011
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RPM's power level increases quadratically more or less when it comes to energy gathering. You get more rolls before you start picking up excessive quirks AND you get more energy per roll. Focusing on one path (magery-40% only two required skills) cuts the cost in half, which means you can get much huger spells. Not only that spells can increase more than linearly when tied to energy cost. A spell that adds 100 points of whatever, is more than twice as good as one with 50 energy points.
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#3 |
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Join Date: Nov 2008
Location: Yukon, OK
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To me there are a lot of options but one of them is to simply have more Paths in a campaign if you want to encourage variety.
For my Campaign I have Ritual Path Magery (Kayan) tht is based off the Chinese elemental system and has an extra Memory Path. It does not have an energy or matter path, noe an Undead one. RPM (Hike) has I think 9 Paths and is loosely based off Egyptian mythology and is focused more on Spirit. RPM (Preta) is my variation on Vampires and Hungry Ghosts and has 3 Paths. Undead (which they an use for Body and Mind on themselves so its very powerful, Feeding (Magic variation with some Mind), and Void which is a negation and destruction type of Path. Still working on that one, redoing my Vampires who used to use that system is a work in progress with a lot of changes to make. RPM (Lanterns) still is a work in progress and was an Effect Based system but I finally decided to port it over for balance. RPM (Dwarven) is another one that works with Symbol Drawing. And I am looking at a Chi based one a well. Now each of these are limited compared to bog standard RPM but I hink there very useful and offer interesting mixes. RPM Magery will add to most of them so you can have people learn more then one system with just a skill point investment.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#4 | |
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Join Date: Jan 2010
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Last edited by lexington; 10-19-2013 at 09:32 PM. |
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#5 | ||
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Join Date: Feb 2011
Location: Cambridge, MA
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| ritual path magic |
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