Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-01-2017, 03:11 PM   #21
Humabout
 
Humabout's Avatar
 
Join Date: Aug 2008
Default Re: [RPM] Potential Energy

Quote:
Originally Posted by Varyon View Post
As a GM, I'm alright with not using the normal Damage modifier for something like this. I wouldn't have an issue with a ritualist at the top of a cliff using a non-damaging ritual spell to make a boulder and then shove it off to smash something below. With that in mind, there doesn't feel like there should be anything stopping a flying mage from using the same ritual to make an adjacent boulder, which would similarly fall and crush whatever was beneath. The issue is that doing either of those requires a difficult setup and precise aiming, while Ankhlord's ritual is basically just "Cast, Run, Smash" (or worse, "throw at the target, enjoy the view" if it's an ammunition Charm), because it adds in a vertical component to the ritual. As I'm alright with making an object at the same elevation as the character with a normal Create Matter effect, but higher elevation means higher potential energy, I opted for a surcharge for said potential energy.

Of course, if someone wants to use the normal Damage modifier for a similar ritual, like a rain of stones, I'm fine with that.
I think we are on the same page here. If a player creates a boulder and then has to invest effort to make it inflict damage, that's no different than conjuring a sword that he has to then swing. But if the net effect of the only use of a spell is to insta-gib someone/something, it's time to pony up some energy for the damage modifier.

My main point was that going down the rabbit hole of trying to calculate potential energy and kinetic energy eventually leads deeper to contact times, looking up Young's moduluses (modulae?) and shear moduluses for various materials, solving for internal bending moments, and all other sorts of mathy things that make RPGs generally less fun when they become necessary to resolve in-game actions. I just suggest it's easier to adjudicate the spell as either "Roll to gather energy!" or "Sure, but you'll need a Destroy Matter effect and add appropriate Damage modifier. But yeah, do that and lets start making energy gathering rolls!"
__________________
Buy My Stuff!

Free Stuff:
Dungeon Action!
Totem Spirits

My Blog: Above the Flatline.
Humabout is offline   Reply With Quote
 

Tags
ritual path magic, rpm


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:10 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.