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#1 | |
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Join Date: Feb 2015
Location: Los Alamos, New Mexico
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Quote:
I created a new thread that should have been a reply to this thread, so I am going to be doing more damage by re-asking it here. Apologies in advance. Take Silence (RPM p. 49) vs. Ghost Shirt (RPM p. 43). Silence is a spell that just has Greater Destroy Energy and Area of Effect, with no Altered Traits for 48 energy (15x3). Ghost Shirt has Greater Control Energy and an Altered Traits based on Damage Resistance for 135 energy (45x3). How do these fit in with Ghostdancer's guidelines? My question comes from considering a spell that would de-cohere Laser to just a bright, mostly harmless, light source. Should it be a simple Greater Destroy Energy, a simple Greater Transform Energy, or should I start adding Damage Reduction with Limited, Force Shield, Hardened, and other "expenses?" My gut tells me use the straight up Destroy or Transform Energy, but then I look over at Ghost Shirt...
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“Bob loses saving throw vs. shiny with a penalty of -5. Bob takes 2d8 damage to the credit card.” ― Charles Stross, The Fuller Memorandum |
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#2 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
And my answer as author is the same as it was on the first page of this thread, though I'll try to expand it a bit: If you find yourself needing to reference specific, named GURPS traits to describe the game mechanics of your spell, then it needs Altered Traits. If you find that you can describe those game mechanics using nothing more than general terms and references to spell effects, then it doesn't . . . unless the GM thinks that it needs them for game balance.That's a fuzzy answer, but RPM is an (intentionally) fuzzy system. Every ritual is a cooperative negotiation between the player and GM, so I hope this answer gives you some guidance in that regard.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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| Tags |
| ritual path magic, rpm |
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