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 12-12-2022, 04:21 PM   #15
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: [RPM] Detecting a ritual

Quote:
Originally Posted by Varyon View Post
Apologies, but what do you mean by "interval," here? Are you saying you only roll again (and get to detect something new) each time you renew your Duration, or are you referring to something else?
You get to roll once when the ritual is done, then again at 5 minutes/seconds later, and so on. Just as if you were gathering energy for the spell. Add Selective Effect if you can ignore known sources of whatever you're looking for. In some games Area Effect costs a LOT than the base and this is a method that allows you to ping for sources of whatever without going crazy on the energy cost from Area Effect.



Quote:
Originally Posted by Varyon View Post
Yeah, my thoughts were that the player didn't know the results of the rolls. Rather, if there were 5 targets in range, and the spell failed (either due to a failed Path roll or a successful resistance) against the third, in the "moves on to the next" case there would be rolls for the next two and, provided both succeeded at detecting them, the player would be told the locations of targets 1, 2, 4, and 5, with no mention of target 3; in the "fizzles" case, things would end there, and the player would only be told the locations of targets 1 and 2, with no mention made of any beyond that.
(Of course, this is a case where you'd want to use a dice-rolling app, random number table, etc - you don't very well want the player to notice you rolling your dice 10 times and then telling them about the four targets they noticed, as they may well realize those extra rolls mean there are one or two targets you failed to detect; similarly, in the "fizzle" case, if they hear 6 rolls and you tell them about two targets, they'll probably realize there's at least one more target behind those two, they one their spell fizzled against)

My concern here is that, while Range is more onerous, the difference in energy cost creates something of a perverse incentive for the player to use Range+Duration instead of Area Effect (possibly +Duration), particularly when Long Distance Modifiers are in play. Using Area Effect on a major city is an impressive feat - Chicago, IL would need around a 25 mile diameter. Away from my books, but I think Area Effect of 25 miles (~50,000 yards) would be around +52 to base energy (+48 if you use radius based on SSR, I can't recall which it uses), while a Range of 12.5 miles (or 25 miles for that matter) using Long Distance Modifiers (thanks to being an information spell) would only be around +5 to base energy. If it really only detects the first target, or if it fizzles out upon failure or being resisted, then Area Effect is potentially worthwhile for large areas. If I'm understanding your interpretation correctly, a character who is casting with effective skill 12 (ignoring the difficulty of gathering so much energy with such a low skill) would be paying an extra 47 energy just so they can detect 100% of those who fail their resistance rather than only ~74%; a character with effective skill 16+ would be paying the same to boost their ~98.5% success rate to 100%.
Not really. The extra rolls alone can do ugly things. You're better off with Area Effect if that's cheap because you get everything at once and you're better off with Range and Duration if Area Effect costs most. It's just a case of doing things multiple ways.
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
 

Tags
ritual path magic

Thread Tools
Display Modes

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 08:45 AM.


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