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Old 02-02-2022, 06:51 AM   #1
qchap
 
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Default Is it too easy to cast powerful spells with RPM?

Hello! I have an RPM question again.

I really like the system on paper, but when I delve in numbers, some things seem to be overpowered.

With Talents from Ritual Path Specialists from Pyramid 3-66 one could easily build a mage with two Path skills of 20 (Magery 4, Talant 4) and it wouldn't cost too much - a 200 point character could easily have it.

With Ritual Mastery and, say, +4 Grimoir, which is still not very expensive, that mage would have an effective skill of 26 with some ritual. Adding fine workstation with Signature Gear would give 27 skill.

With such a skill it is relatively easy to cast about 300 energy spell. So, if the said caster would choose Paths of Magic and Energy, then, with a mere day of preparations, he could make a Wand of Destruction... Which is scary!

The only thing that could stop the caster is a very scary botch (which won't come up too often with such a skill). But even it could be mitigated by Stabilizing Skill.

And still, given how RPM works, that caster would still be very versatile and even could have some more powerful spells, maybe a little less scary then destruction. Such a character would outshine everyone!

As I see the system, RPM is designed to trade speed and power to gain versatility. But it seems like it, having the versatility, outshines everything else in power too, keeping the speed thanks to charms.

Am I missing something? If not, what GM should do with such a problem? I don't like an idea to forbid Destruction or some other powerful spells - I just don't like how easy is to get them, without losing much.

Last edited by qchap; 02-02-2022 at 06:55 AM.
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ritual path magic, the laws of magic


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