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#31 | |
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Banned
Join Date: Oct 2007
Location: Europe
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So either you'd have to accept the very real possibility of such conflict arising and staying around, or else create a rules solution. The most obvious solution would be to have preparer-ritualists need funds for their charms, so that they, too, run out of funds after a few weeks or at most a couple of months. That boils down to letting some types of player characters create non-permanent magic items. I like it on principle, but I've actually never done that in my own homebrew RPG, Sagatafl, because I haven't been able to find a good and non-world-impacting mechanic to limit it (my solution to limit permanent magic items simply doesn't work for non-permanent ones). World-impact is, at best, a secondary concern in DF, and anyway doesn't seem to be a real concern even in non-DF GURPS, so it is probably fairly doable. Another solution is to use Modular Abilities. This means each ritualist must buy a number of Charm Slots or Charm Units, during character creation, and is then limited to using that number of charms per adventure, but can of course buy more Slots with earned experience points. This removes funds from the equation, and means there's a limit to how much downtime a ritualist can benefit from, although charm-creation still has to require time, otherwise a ritualist can make replacement charms every night before going to bed. |
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#32 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#33 | |
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Join Date: Feb 2007
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__________________
GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
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#34 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I was thinking about Path/Book casters replenishing their charms between action scenes, or simply off-screen – not over a period of hours, much less only in town. Specifically, a well-designed Path/Book variant could easily support Path/Book casters preparing a small number of charms as the cleric heals, the scout scouts, the thief picks locks, etc.; we're talking a span of minutes here. Another approach would be to let Path/Book casters simply buy the ability to use a small number of charms per game session, much as how Gizmos works. Either model would require customization, which is why you'd need to summarize an entire magic system and not just offer a template plus a bunch of Paths and rituals. And neither possibility would affect the other PCs' use of time at all.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#35 | |
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Join Date: Oct 2007
Location: Vermont
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Quote:
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
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#36 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Yep. The simplifications of which I speak would amount to choosing a specific subtype of Path/Book magic, assessing certain traits as "standard" on the caster templates that use it, and cutting away verbiage about lengthy rituals and so on. In essence, it would be all the fastest and potentially tactically useful parts of Path/Book magic with the other bits left out.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#37 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
What do you intend to use as the limiter for how many charms such a character can prepare? |
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#38 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
As I said, the author of such a supplement would have to read and internalize the system, isolate the useful parts, draw emphasis to them, and present them as a system alongside templates and rituals.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#39 |
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Join Date: Feb 2008
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WHFRP Dwarven Runesmiths had the limitation that they could never duplicate their own work.
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#40 |
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Banned
Join Date: Oct 2007
Location: Europe
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| Tags |
| dungeon fantasy, path magic |
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