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Old 03-05-2014, 01:55 AM   #1
PK
 
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Default Re: Innate Spells in Monster Hunters 3: The Enemy

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Originally Posted by Rocket Man View Post
In looking over the various Demon "creature sheets" in GURPS Monster Hunters 3: The Enemy, I notice that their Innate Spells are invariably equal to the controlling Path. Is this a requirement, or just a convenience for the GM? Could a demon have a little-used ability that's lower than the path it's based on, or a go-to trait that's higher?
It's a requirement -- the roll to cast a one-Path spell is always made against the controlling Path for that spell. See the rules for RPM (in Chapter Three of MH1) for details.

If the GM wants to change it, up or down, then he should feel free to do so. But not because the basic rules support it -- instead, it's okay because evil demons already use special rules for magic, so it won't really hurt anything to futz with it a bit.
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Old 03-05-2014, 11:07 AM   #2
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Default Re: Innate Spells in Monster Hunters 3: The Enemy

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Originally Posted by PK View Post
It's a requirement -- the roll to cast a one-Path spell is always made against the controlling Path for that spell. See the rules for RPM (in Chapter Three of MH1) for details.

If the GM wants to change it, up or down, then he should feel free to do so. But not because the basic rules support it -- instead, it's okay because evil demons already use special rules for magic, so it won't really hurt anything to futz with it a bit.
Thank you! As a GM, I'm always willing to resort to Rule Zero when it makes the game more fun, but I did want to be sure of the canon answer. I've been reading and loving the Monster Hunters series and Thaumatology: Ritual Path Magic, but it's still fairly new territory for me.

Well -- new in a games rules sense, anyway. As a setting, both Buffy and (in its own way) In Nomine prepared me well. :)
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