02-08-2022, 07:20 AM | #41 |
Join Date: Sep 2007
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Re: Is it too easy to cast powerful spells with RPM?
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02-08-2022, 07:23 AM | #42 | |
Join Date: Oct 2007
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Re: Is it too easy to cast powerful spells with RPM?
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If you're worried about hurt feelings over players not being allowed to spend a day or more preparing a massive ritual to essentially bypass an adventure, maybe the RPM system is a bad fit for your group. |
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02-08-2022, 07:50 PM | #43 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Is it too easy to cast powerful spells with RPM?
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02-09-2022, 01:14 AM | #44 | |
Join Date: Jan 2019
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Re: Is it too easy to cast powerful spells with RPM?
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Otherwise I really like the system and don't want to give up on it. Our group already played some other non-GURPS free-magic systems, and it was fine, I think this is not a problem. |
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02-09-2022, 02:10 AM | #45 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Is it too easy to cast powerful spells with RPM?
Quote:
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02-09-2022, 04:41 AM | #46 | |
Join Date: Jan 2019
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Re: Is it too easy to cast powerful spells with RPM?
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The thread was started because I wasn't sure if it's really so easy to gain such a high skill or I was missing something. Now I know that it is easy, and it is a problem (at least for me). So then I was just discussing how to fix it and now it's kinda solved. |
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02-09-2022, 05:53 AM | #47 |
Join Date: Nov 2015
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Re: Is it too easy to cast powerful spells with RPM?
I was double checking the numbers, but I must have missed something. To get a Path skill up to 20 using only the RPM book, you would need Magery 8, Thaumatology and a Path skill (both VH) at 20 and most likely Ritual Adept. Even buying the path skill up from default (max 12?) still ends up around 200 points.
Quite an investment for a typical 150 point character, even a DF one would have to sacrifice almost everything else for it, ofc 500+ points characters could afford this and more. Swapping 4 points of Magery for a 5pt talent that also raises the cap of a path shaves 20 points, which is significant but not really game breaking. So, yeah, what did I miss ? |
02-09-2022, 07:19 AM | #48 | |
Join Date: Jun 2013
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Re: Is it too easy to cast powerful spells with RPM?
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The first character needs to pay [40] for +4 to Magery, [16] for +4 to Path of Energy, [16] for +4 to Path of Magic, and finally [16] for +4 to Thaumatology (Path skills cannot exceed Thaumatology), for a grand total of [88]. The second character pays [20] for Talent 4... and is done. That's a savings of [68], nearly half a [150] character's budget. Granted, it wasn't cheap to get everything to 16 to start with, particularly on top of Ritual Adept, but this may just mean the Talent route is something a [150] character can achieve, while the Magery route is out of reach. Something I forgot to mention above is that the special benefit for the Talent also bypasses needing to keep Path skills equal to or below Thaumatology (but only for the bonus bestowed by the Talent). Of course, the first character also has the ability to increase all other Path skills to [20], but if all you're interested in is Energy and Magic, Talents get things done a lot cheaper. Of course, you can also get cheaper still by buying Limited Magery (and Ritual Adept, for that matter), such that it's only usable with Path of Energy and Path of Magic (which, again, is an option in Pyramid #3/66, IIRC).
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02-09-2022, 08:05 AM | #49 |
Join Date: Nov 2015
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Re: Is it too easy to cast powerful spells with RPM?
I see, what I was missing is the fact that the talent is supposed to raise both the cap and the skil. 22 vs 5 is quite the difference for every single point a caster wants to boost his selected path.
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02-09-2022, 12:36 PM | #50 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Is it too easy to cast powerful spells with RPM?
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It does 20d damage. A character with a similar expenditure of character points (in Patron for example) could get, for example, an RPG-7 for slightly less than the cost of that +4 grimoire. It does 6dx5(10) cr ex plus 7dx2 cr ex (so 24d more, at 66x the range, and it can hit multiple targets). It also could be reasonably acquired within a day, and it only takes four seconds to reload. I'd be more worried about rituals with large scope global effects, than I would be about magical heavy weapons. Even then, most settings would reasonably have a prohibitively large number of wards and other countermeasures that could be assumed to exist, that would render most such castings effectively impossible. Last edited by sir_pudding; 02-09-2022 at 02:04 PM. |
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ritual path magic, the laws of magic |
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