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#1 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#2 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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You have e-mail.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#3 |
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Join Date: Feb 2016
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In order to save time when using RPM, I allow players to start with a list of common effects ('rotes') for rituals that their character commonly uses equal to their Thaumatology Skill (plus a number of additional rotes for potions equal to their Alchemy Skill). Rote effects receive a +2 to skill (in addition to any Ritual Mastery bonuses) while improvised effects receive a -2 to skill. Characters may expand their rotes at a cost of 1 CP per (Alchemy) potion rotes or 1 CP per (Thaumatology) ritual rotes, with a maximum number of CP spent on each equal to their Magery. So a character with Magery 3, Alchemy-15, and Thaumatology-15 starts with 15 potion rotes and 15 ritual rotes, and may spend up to an addition 3 CP each to gain 45 more potion rotes and 45 more ritual rotes.
After character creation, they must either learn rotes from other practitioners or research the rotes as well as spending the CP. In order to learn new rotes for their skills, they must spend time in hours equal to the base cost of the effect being taught by someone who has the desired rote and succeed in a Thaumatology (for ritual rotes) or Alchemy (for potion rotes) to comprehend the lesson (an instructor with Teaching-12+ gives a +2 to the comprehension roll). In order to research new rotes for their skills, they must spend time in days equal to the base cost of the effect being researched and succeed in a Thaumatology (for ritual rotes) or Alchemy (for potion rotes) to develop the rote (a successful Research roll and access to a suitable occult library gives a +2 to the development roll). |
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#4 |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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I'll be honest, all of it.
It seems to be overly-complicated. I've read the book more than a dozen times and still have a hard time wrapping my brain around it.
I would gladly read any book written to try to make RPM easier, however. |
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#5 |
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Join Date: Nov 2016
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I also think think that RPM, right now, "is for specific types of games".
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#6 |
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Join Date: Mar 2013
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My problem with the system is that all the math and calculations just don't feel like magic to me.
Now, I do like realm magic. I don't know why.
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#7 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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I struggle to know what is a greater effect and what is a lesser effect. I especially struggle with knowing when to charge TWO greater effects as opposed to one.
I'm a little fuzzy on what sorts of things can be done without modifiers, especially damage and bonus modifiers (and also altered traits). I struggle more with explaining to players what they can do without those modifiers, and why. I know that you can track someone using their hair without a modifier, and you can transform a rock into a knife without modifiers, but I can't really explain WHY those things don't require any additional modifiers.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#8 |
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Join Date: Mar 2016
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I second this.
I'll say that for me, the biggest issue I face with RPM is a lack of definition for creating different magical traditions. I know several different methods have been put out there, and they're all good, but I would like to see actual, consolidated rules for making, say, voodoo different than kabbalah different than celtic magic. |
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#9 |
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Join Date: Nov 2008
Location: Yukon, OK
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My main issue is there is a lot to calculate. Doing it on the fly and slowing the game down can be handled by banning improvisation, but it still takes more work and time than most other systems outside of game time.
Reducing the page flipping by having all the numbers on one page or two facing pages would help. I thought someone made something like that though? I dont find the math very hard, its the number of steps and components that have to be factored in.
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| ritual path magic |
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