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Old 03-05-2014, 11:07 AM   #4
Rocket Man
Petitioner: Word of IN Filk
 
Join Date: Aug 2007
Location: Longmont, CO
Default Re: Innate Spells in Monster Hunters 3: The Enemy

Quote:
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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gurps, innate spells, monster hunters, ritual path magic


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