10-03-2020, 09:44 AM | #21 |
Join Date: Feb 2016
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Re: What are the best magical systems in GURPS?
By default, yes, but I find that it balances RPM nicely if quirks acquired during the gathering rolls apply immediately (and for the desired duration of the ritual), whether or not they actually cast the spell. The change prevents players from abusing the system and encourages them to focus on shorter term rituals over longer term rituals. The first quirk preventing Luck from applying to that performance of that ritual functions as a warning to players not to push their luck (so to speak), as things could go badly for them if they attempt to finish the ritual.
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10-04-2020, 06:30 AM | #22 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: What are the best magical systems in GURPS?
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1) take a 400 point template and add a 200 point template from Sidekicks to it (total of 600 points) 2) build a 500 point character without using templates 3) build a 400 point character with access to RPM I find the characters end up pretty balanced that way. The casters really don't feel like they are behind, but they don't feel like they're ahead either.
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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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10-04-2020, 09:17 PM | #23 | |
Join Date: Jun 2010
Location: Dreamland
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Re: What are the best magical systems in GURPS?
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10-04-2020, 10:28 PM | #24 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: What are the best magical systems in GURPS?
Then there's always "Delusion (I can do magic)." That system really rewards subtlety. You can't throw fireballs or shapeshift, but you can create vague spells that allow you to claim credit for statistically insignificant moments of luck.
It works well in a setting featuring the healing rules of "Delusion (Homeopathy works)."
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
10-04-2020, 11:57 PM | #25 | |
Join Date: Jun 2010
Location: Dreamland
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Re: What are the best magical systems in GURPS?
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10-05-2020, 04:24 AM | #26 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: What are the best magical systems in GURPS?
I have that in a VtM game. I have already "fooled" all the other characters that I'm a powerful, but subtle, magician.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-05-2020, 05:57 AM | #27 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: What are the best magical systems in GURPS?
Well, its not a flat number. RPM's power is roughly equal to the exponential of the energy you can gather. That's actually not that uncommon in gurps. But the ammount of energy you can gather goes up with skill squared, roughly, and it is ideally suited to take advantage of very high skill. Skill 14 doesn't accomplish much at all (10 energy if playing it safe, 25 if pushing your luck), skill 17 (65 energy at the first quirk is pretty typical) is pretty strong, and skill 20 is ridiculously good (150 energy before the first quirk). So at low levels, RPM is actually pretty fair, but higher and higher skill pulls away as a better and better option.
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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! Last edited by ericthered; 10-05-2020 at 06:02 AM. |
10-05-2020, 07:23 AM | #28 |
Join Date: Feb 2016
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Re: What are the best magical systems in GURPS?
RPM is not that broken, especially when any opponent worth their salt also has RPM and is doing the exact same thing (but usually better). I will usually give the Big Bad and/or the Dragon extensive grimoire libraries. In one game, I had a Big Bad with Multimillionaire 2, so they had 100 +10 grimoires for their own use, and they lent their Dragon 100 +6 grimoires.
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10-05-2020, 07:55 AM | #29 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: What are the best magical systems in GURPS?
It's still pretty broken when the RPM user can do everything the other people can do, better, and with fewer points. So.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-05-2020, 09:20 AM | #30 | |
Join Date: May 2007
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Re: What are the best magical systems in GURPS?
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--- One thing I have considered is running a game with RPM, but where new rituals cannot be improvised on the fly, but must be developed during down-time, perhaps using rules based on inventing (but probably with the costs greatly reduced versus the inventing rules). This would have the advantages of minimizing the game interruption of adjudicating new rituals, of forcing wizards to spend countless hours researching arcane lore (which all the literature suggests they should, but which most rule-sets do little to encourage them to do), and of somewhat toning down the power level if RPM is considered overpowered. Thoughts?
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Tags |
magic, paut, ritual path magic, talisman of paut |
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