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#1 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Thanks, this marks our graduation to full blown authors ;) It's been a LONG road, and we had to dodge a large OGRE on the way, but we finally got there!
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#2 |
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Join Date: Feb 2009
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Can you give an example of how this differs from RPM and why someone who already has RPM moderately internalized would be interested?
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#3 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Building the spells is very similar to building RPM spells though, so the experience will make it easy for you to pick it up. |
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#4 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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The net result is similar to Ghostdancer's "Effect Shaping" variant of RPM from Pyramid #3/66: The Laws of Magic, but adapted significantly to fit Dungeon Fantasy. For example, the concept of Greater and Lesser effects? Out the window. Gone. Unnecessary. Incanters are expected to make the laws of physics cry on a regular basis. :)
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#5 |
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Join Date: Feb 2009
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Honestly I already think of Charms as Vancian spell slots in physical form, so removing the intervening step is cool
Does it do anything to help with the load out process? That I have found to be the RPM Achilles heel of pain |
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#6 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Not sure what you mean by that, as "loadout" usually means gear/equipment to me. If you mean the process of going from "I know what spell I want" to "I successfully cast the spell," the answer is yes -- in most cases, you'll only make one or two rolls, full stop.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#7 |
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Join Date: Feb 2009
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I have X many spell slots, how many of what spell should I memorize?
If load out is the wrong term I apologize I've always visualized it as the same process of taking your F15 and choosing what assortment of bombs, missiles, drop tanks, camera pods and whatnot to send it into the air with |
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#8 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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I'm still not sure I understand the question (sorry!) but hopefully this will answer it. Each "magic slot" lets you hold one incantation, which is a spell that's been bound to your aura, 99% cast, so that you just need to take a single Concentrate maneuver to unleash it. Magic slots are also used to hold scripts, conditional spells, and other special cases, always at one spell per slot.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#9 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#10 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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What do you mean, load out process? There is no energy gathering, everything is subsumed into a single roll, a penalty that depends on what spell effects you add.
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| Tags |
| dungeon fantasy, fantasy |
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