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#1 |
Join Date: Jun 2012
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I really like both of the magic systems, but I have a couple of questions.
1. Does an RPM caster receive range penalties on the Quick Contest to resist the ritual? 2. GURPS Thaumatology - Sorcery lists several EP multipliers for different types of items. What would be a good multiplier for, for example, a lantern? Since it's metal and is carried in a hand, I assumed that the multiplies of "Weapon, Metal" is fitting. And what about weapons/armor/items made not out of wood or metal? For example, an orichalcum weapon would have different DR and HP than listen in "Weapon, Metal". Should I consult the gadget limitations to get a fitting multiplier for such cases? |
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#2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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No, he already paid for the distance in energy.
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#3 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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If your orichalcum weapon is completely unbreakable (which is the assumption that Dungeon Fantasy makes, for example), then you can't include the Breakable limitation at all, so DR and SM don't matter. You'd just look at Can Be Stolen (and disarming effectively equates to a Contest of DX or ST, -30%) for a multiplier of x0.70.
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#4 |
Join Date: Jun 2012
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Okay, thanks for the clarification.
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Tags |
enchanting, ritual path magic, sorcery |
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