04-11-2017, 06:02 PM | #221 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
Making a spell "hit harder" is Bestows a Penalty of a Narrow type.
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
|
04-11-2017, 06:02 PM | #222 | |
Join Date: Dec 2006
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
Here is the issue- you are a caster with skill 25, and are fighting a foe with will 16. As per the rule of 16 it does not matter that you have skill 25, it will be 16 v 16, with about a 60% chance of defending successfully (defender wins ties). If you put a penalty on that spell via requiring more energy (lets say -3) you STILL have skill ~25 (as bestows a penalty is not overly expensive) , and the defender now has reduced defense (13), your spell has turned from having a 60% chance of being resisted to having ~20% chance. However, I just double-checked, and apparently incantation DOES allow you to put a resistance penalty into the spell and have it apply. See Censure- p24-25 And it looks like it uses 'single skill' as the modifier. I think that's overly generous (You are inflicting -6 to resistance in exchange for at most -2 to your roll to activate)- if I would have allowed 'same spell to reduce resistance' I would have used the rules for deceptive attacks (-2 to skill for -1 to defense), but Ghostdancer put a lot of effort into balancing incantation (even more than stock RPM is balanced and it is in my mind very well balanced) so I'm sure there is valid reasoning behind. Edit: Curse you ghostdancer, I was so close to correcting my error with this post. So close. Last edited by starslayer; 04-11-2017 at 06:06 PM. Reason: Clarification. |
|
04-11-2017, 06:51 PM | #223 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
The whole reason it's there is this: it let's spells hit harder for less capable casters. You can easily ignore it and it wouldn't break anything, but there is something to be said for a caster to be like "I want to dump energy into this spell to make it hard for it to be resisted." It doesn't exactly BREAK the Rule of 16 - but flouts it a bit, and with GM permission. The GM can absolutely say no to this. I've used this solution for years in my own campaign with little issue. Not that that means much, but I have carefully playtested, balanced, and theorycrafted just about every part of this book for over 2 years (almost 3 now). So maybe that's something.
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
04-11-2017, 11:04 PM | #224 | |
Join Date: Feb 2007
Location: New York City
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
In this campaign we are playing now, it's a Monster Hunters- sidekicks game. The additional -2 the mage could put on a spell is a big help as the characters are only 200 pts. Ghostdancer, thank you for your help. |
|
04-11-2017, 11:17 PM | #225 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
...13 laws of magic that mess in-game fluff with game mechanics. Examples include the Law of Calamity (Si Quid Errare Potest, Errabit “If Anything Could Go Wrong, It Will Go Wrong”), which represents how botches work with RPM. Also the Law of Knowledge (Ipsa Scientia Potestas Est “Knowledge itself is power”), which represents the maximum bonus you can gain from other effects like materia essentia (see below) or using different ritual parameters. ...ritualistic triggers/substitutions; normal RPM has a "gesture" and a "word." This variation has five things: focus (incumba), willpower (mandato sua), a somatic gesture (gestura), a material component (materia essentia), and a linguistic trigger (incantata). You can then substitute those five triggers for eight others. So instead of those five you could say "I stare off into space and blow 5 FP to cast Banishment" or "I cut myself with a razor blade instead of having a material component." It gets even more interesting when you have established spells that change up the five triggers and require an alternate ritualistic substitution. "This spell doesn't need you to spell or gesture...but you need to bleed enough to do at least 1 HP." ...and other more, interesting things. *mysterious smile* Quote:
Not a problem. Always try to help out my fellow GURPSers when I can.
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
||
04-14-2017, 02:42 PM | #226 |
Join Date: Feb 2007
Location: New York City
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
This just came up in my game:
Incantation gift gives it's bonus to Ritual Magic (Incantation) & the paths. 1) Should it not also give a bonus to Alchemy (Infusions) and Symbol drawing (Scripts) for potion & scroll making? 2) Doesn't a spell casting/Power talent add to innate attack rolls to hit? Thanks. |
04-14-2017, 03:07 PM | #227 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
I'm pretty sure that's a rule from GURPS Powers - I'd certainly allow it.
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
|
04-14-2017, 03:42 PM | #228 |
Join Date: Feb 2007
Location: New York City
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
|
04-14-2017, 04:56 PM | #229 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
Sure. No problem. It's what I do.
__________________
My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
04-14-2017, 11:38 PM | #230 | |
Join Date: Mar 2013
|
Re: GURPS Dungeon Fantasy 19: Incantation Magic
Quote:
|
|
Tags |
dungeon fantasy, fantasy |
Thread Tools | |
Display Modes | |
|
|