03-27-2016, 10:46 AM | #31 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Altered Traits
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And my answer as author is the same as it was on the first page of this thread, though I'll try to expand it a bit: If you find yourself needing to reference specific, named GURPS traits to describe the game mechanics of your spell, then it needs Altered Traits. If you find that you can describe those game mechanics using nothing more than general terms and references to spell effects, then it doesn't . . . unless the GM thinks that it needs them for game balance.That's a fuzzy answer, but RPM is an (intentionally) fuzzy system. Every ritual is a cooperative negotiation between the player and GM, so I hope this answer gives you some guidance in that regard.
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02-25-2018, 10:53 PM | #32 | ||
Join Date: Jan 2017
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Re: [RPM] Altered Traits
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One of the best things of RPM is that it at least tries to have some "logic'' + ''game balance'' inside the system, at least in my opinion. The way that the rules work makes some stupid things that are possible in Mage: the Ascension became impossible in RPM, like opening a gate to the sun or to a black hole. The range modifier makes this nearly impossible in a fair way. This is important because the setting need a explanation of why a crazy suicide style mage dont destroy the world with a ritual (in ascension the technocracy is the ''god machine'' of the GM who saves the setting no matter how ridiculous this can be). That said, I think that RPM can receive more "game-balancing" from PK in a Pyramid Article or even with the a "RPM Companion" sugestion. About your reply: 1. By the rules the mage have control of the spell even without using altered traits. The only way to lose the control of the spell is making a Charm, the caster can even "auto dispell" the ritual if it is not a charm. Plus, concetration isnt a way to make a 12 hour ritual cheap, if you want more than momentany duration then pay the energy. Quote:
2. About Mind Control, I think that is completely game breaking alowing Mind Control without Altered Traits. Slave Mentality and Reprogrammable are too cheap and I would add a limitation about one order/command for "spell effect" to add some game balance, then giving two orders like "buy a ice cream" and "commit suicide" increase the cost to two Greater Control Mind (X 5). Plus, dont make any sense a spell to compel someone to say the Truth need to pay for Compulsive Talking and Truthfulness but one ritual that can kill the subject costing less. That said, the same logic applies with the Transmogrification ritual that need Altered Traits, but I would ask PK if he writted all rituals or maybe this is a small misconception of a collabolator (make sense to me). Last but not least, if anyone want a specific ritual cheaper just allow the caster to buy a leveled perk of ritual mastery. 5 levels of one ritual is cheap and works best than breaking the entire system. Last edited by 4rc4num; 02-25-2018 at 11:00 PM. |
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01-21-2021, 04:33 PM | #33 | |||||
Join Date: Feb 2020
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Re: [RPM] Altered Traits
Ok, I'm extrapolating here.
Below are three rituals done two ways. The first is one I created, the second CRR created in response to another poster, and the third is from T:RPM. Are my conclusions correct? Shrink Effect under the control of the target. Quote:
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Invisibility Effect under the control of the target. Typical Casting: Greater Transform Body [8] + Altered Traits: Invisibility [40] + Subject Weight: 300 lbs. [3] + Duration: 1 hour [3] Cost: 162 energy (54x3) Effect NOT under the control of the target. Quote:
Body of Shadow Effect under the control of the target. Quote:
Typical Casting: Greater Transform Body [8] + Greater Transform Energy [8] + Duration: 10 minutes [1] + Subject Weight: 300 lbs. [3]. Cost: 100 energy (20x5) Is this right? Last edited by X the Unknown; 01-21-2021 at 04:37 PM. |
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01-21-2021, 07:33 PM | #34 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Altered Traits
Yeah, that looks right.
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