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#1 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Quote:
Also, unless you're confident you'll never need magical help from outside yourself you'll want that Magic Resistance to be Switchable (+10%) - it only costs 2 points, so why not?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 10-09-2020 at 02:10 AM. |
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#2 |
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Join Date: Aug 2004
Location: Helsinki, Finland
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I'm considering having a variant of RPM in my next fantasy themed campaign, where:
* Learning a spell requires you to have a source for it that you can understand, and takes one full day of study, plus one day per greater effect that the spell has, and a skill roll for the correct path with a penalty equal to the spells nominal*** energy cost, divided by ten and rounded down, plus any penalties from bad translations, nonperfect language ability, slightly missing material, and so on, and any bonuses from good or excellent materials. ** This doesn't mean that spells are set in stone, you can still adjust spells effect for damage, range, duration, target, and so on, where applicable. So no turning a fireball spell into a fire storm spell, for instance. *** Nominal energy cost refers to all the spells effects, but does not include cost for range, target, etc. Oh, and spells can be improved as average techniques, or maybe as hard techniques for spells that have more than x greater effects, where I'm wondering on the value for x. Oh, and Magery (This variant of RPM) adds to your skill with the paths. I'm not yet sure on how to go with group magic, my current theory is that the helpers get to make relevant Path rolls to give a bonus to the main casters roll, but not sure. Why? This variant addresses my fears about standard RPM replacing everybody else and also winning all problems by just improvising a new spell. It also makes spell books more important than in the standard gurps magic, and removes something from the arbitrariness of the standard gurps magic by replacing the spell generation rules with the IMO better rules from RPM. So yes, I think this might be the best magic system, but as I have not yet tested it, I don't know.
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
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#3 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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You might want to make the cap of 10 a function of Magery? That lets mighty magicians do more with improvisation than apprentices.
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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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#4 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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[QUOTE=Taneli;2347551]
For ceremonial casting, you revert to gathering energy, with one gathering roll every five minutes (or even longer without Ritual Adept). This makes for long ceremonies, with plenty of time for enemies to interfere. It might even allow casting spells that aren't known or in an available source: this could be the equivalent of a prototype.
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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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| Tags |
| magic, paut, ritual path magic, talisman of paut |
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