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#31 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#32 | |
Join Date: Sep 2004
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As far as giving away greater effects for free...only when you dont consider that the specific framework I am looking at would already have a 150-200 point buy in for the racial template to get the free greater effect in the first place. Or that even with magic as powers tie in they are by possessing Magical Power X already at a point where "an ordinary member of magical tradition x can do this". With a bit of further consideration I would probably stand by my idea for the racial transfomation style effects, but might put the dividing line for magical tradtion powers/disciplines as being equal to half the power of your current Discipline level as the cap to give a bit more reward to the players who have spent points on the abilities. |
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#33 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#34 | |
Join Date: Sep 2004
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I like it so far it seems to be hitting the right button for me since really once you drop x hundred points on being a vampire the fact that you can occasionally turn yourself into a lich instead as a spell does not seem all that powerful an effect (assuming of course the lich template is equal to or less than the vampire template). I supect that I will need to play around with enhancements/limitations a bit and to make sure it covers everything that I need it to but it sounds like a good base mechanic to represent what I want. |
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#35 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#36 |
Join Date: Sep 2004
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So was I, this might be a good fit for represnting something like the benifits of joining the Circle of the Crone. Figure one Level of Vampire (Control Magic) per level of their discipline power and thats one power out of the the six per discipline level that I am trying to hit right now.
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#37 |
Join Date: Feb 2009
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I really dislike the idea of encouraging people to buy Allies as Advantages instead of using RPM spells to summon Elementals and other pets
Though it may just be my love of my 'Campaign Baseline RPM summoned Ally is throw weight = X' RPM Allies house rule |
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#38 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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That said, in my own games I use a new modifier, Summoned, which contains extra energy cost and relies on a static point level to determine what can be summoned and how difficult that is. Power Additional Energy Cost 25% +4 energy 50% +8 energy 75% +12 energy 100% +20 energy 150% +40 energy +50% +5 energy For multiple beings, multiply the cost by the number of beings. If there are more than five, use the following: Group Additional Energy Cost 6-10 beings x6 energy 11-20 beings x8 energy 21-50 beings x10 energy 11-100 beings x12 energy x10 +x6 energy So summoning a minor devil might look like: Summon Imp Spell Effects: Lesser Control Spirit + Lesser Sense Spirit + Lesser Strengthen Crossroads Inherent Modifiers: Summoned. Greater Effects: 0 (x1). This spell conjures a minor devil, a imp to do the caster's bidding for the next day. Typical Casting: Lesser Control Spirit (5) + Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Duration, 1 day (7) + Summoned, 25% of total (4). 21 energy (21x1). Summon Imp Horde Spell Effects: Lesser Control Spirit + Lesser Sense Spirit + Lesser Strengthen Crossroads Inherent Modifiers: Summoned, Group. Greater Effects: 0 (x1). This spell conjures a gaggle of a minor devils, six imps to do the caster's bidding for the next day. Typical Casting: Lesser Control Spirit (5) + Lesser Sense Spirit (2) + Lesser Strengthen Crossroads (3) + Duration, 1 day (7) + Summoned, 25% of total, Group, 6-10 (24). 41 energy (41x1). This assumes a game where the static point total is about 250. If I was constantly summoning the same being, I'd still buy it as a ally if I could.
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#39 |
Join Date: Sep 2004
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Very, very nice and to be honest not something I was even looking at yet with the rules.
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#40 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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It needs some fine tuning and will probably end up in a article of its own, but it works for now.
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