11-28-2011, 02:43 AM | #1 |
Join Date: Mar 2010
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[MH] [RPM] Witch Power Up?
We all know how this goes: I have a player that wishes to power-up his witch character. He is looking to do something resembling (one or more of) the following ...
) A leveled trait that reduces the greater effects multiplier by reducing the effective number of greater effects used. ) A leveled trait that acts as a multiplier on gathering ambient energy. ) An additional two levels of Path/Book Adept, to reduce Time associated with gathering energy and tapping energy sources further. ... he is also considering buying up his magery for the additional energy, or possibly an artifact energy reserve directly. I'm aware of how to price the additional levels of Path/Book Adept, the additional magery and the artifact energy reserve. I'm unsure on what price to assign the two new traits though. Opinions? |
11-28-2011, 05:35 AM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [MH] [RPM] Witch Power Up?
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11-28-2011, 09:37 AM | #3 |
Join Date: Mar 2011
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Re: [MH] [RPM] Witch Power Up?
Either of those first two things will fully multiply his power. MH magic can do enough stuff with just a high level of skill and things to eliminate failure on rolls. (MH destiny, luck, super luck). So what I would say to make him more powerful is: destiny if he lacks it, a bunch of skill and eventually super-luck only for altering crit fails on MH magic (-40%). I'm reasonably certain he would also be allowed to buy luck: magic only -20%.
With those things he can make skill rolls until he hits 15 skill and not worry about exploding. Then every point of increased skill means he ends up getting 3*(current skill-10)ish extra energy for his spells. He already has a quadratic growth curve to his strength. He does not need a full multiplier to his strength, he should be doing more than enough... but if you really want to stat it up as duplicate. Add the feature "only for magic purposes" (the same one ER has basically) and reduced time "+20%" and give it all the same penalties of normal multiple people working on one spell. The dupe is only there for magic purposes. (Much like an ER) since it has reduced time he can "separate" when ever casting happens or "merge" when ever he stops. (Also its not unfair that his dupe can't be attacked. They enemies can just kill him! It should all work out...) Last edited by Lamech; 11-28-2011 at 09:45 AM. |
11-28-2011, 12:31 PM | #4 |
Join Date: Aug 2005
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Re: [MH] [RPM] Witch Power Up?
Compartmentalized mind would let him assist himself in gathering energy. Or gather energy while doing other things.
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11-28-2011, 02:59 PM | #5 | ||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [MH] [RPM] Witch Power Up?
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Be careful not to reinvent the wheel. If you invent several new advantages to replace the effect intended by high Path skills, you'll eventually remove all reason to have Path skills at all. The way RPM works, someone with Path skills in the 17-18 range is vastly more powerful than someone with 13-14 skills, because they can draw more energy more quickly. See the Quick-and-Dirty box in MH4 for actual numerical comparisons of how much extra energy a few levels of skill gets you. Quote:
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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11-28-2011, 03:33 PM | #6 | |
Join Date: Jan 2010
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Re: [MH] [RPM] Witch Power Up?
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With a not so math savvy group you can get people interested in a free +1 to hit with their innate attacks for just 4 points. |
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11-28-2011, 04:08 PM | #7 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [MH] [RPM] Witch Power Up?
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Still, you're starting with a skill bonus as your base, which is my point exactly -- there's no need to invent a truly new advantage for this -- but it's fine to cobble together a fake one out of the true means for achieving the effect: higher skill. Quote:
Here's how I'd probably approach that if you wanted a leveled advantage. A Talent for 10 skills would be 10 points/level. I'm hesitate to ever allow someone to just buy "Casting Talent," mind you, but since the skills are all IQ-based, it's no different than buying "IQ!" in most games. (In my games, "IQ!" costs 20/level, so it's less of an issue, mind you.) So let's use that as the base for a generic "+1 to casting rolls." So that's Casting Talent (Accessibility, Only for offsetting fast accumulation penalties, -50%) [5/level]. Each level only reduces the penalty to reduce the five second accumulation time by one second per -1. By extension, this also applies to "Blocking" Spells, but nothing else. (For non-adepts, this doesn't change the -5 penalty to use adept times. Instead, each level removes -1 of the penalty to reduce accumulation time by one minute.) Call it "Fast Casting" and you've got an advantage.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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11-28-2011, 05:07 PM | #8 | |
Join Date: Aug 2005
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Re: [MH] [RPM] Witch Power Up?
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11-28-2011, 10:10 PM | #9 |
Join Date: Mar 2010
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Re: [MH] [RPM] Witch Power Up?
:hmms:
Thank you for the opinions. Heh. |
11-29-2011, 12:10 PM | #10 |
Join Date: Feb 2007
Location: New York City
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Re: [MH] [RPM] Witch Power Up?
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Tags |
energy accumulation, monster hunters, ritual path magic, rpm, witch |
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