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#1 |
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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I'd like to use RPM for my setting but RPM differs a lot from canonical source, so it needs to be tweaked.
The setting itself is similar to Technomancer with Magic abiding its laws nearly as Physics and with very little odds of Magical Failures. I know it's better to be modeled by Magic As Powers but PCs are limited to weak mages so they're prone to little failures and So, Magic there isn't so versatile while more reliable. I'd say mechanical effect is that considerable list (about of 20-30) of Everyman spells is casted with bonuses from +1 to +5 and additional up to +5 for "common" equipment (not rare and expensive grimoires, more like Magical Workspace kit) but improvised magic is at penalty or even requires Invention rules in the case of previously unknown effect. Maybe there're Grimoires for not widely-known spells, but they're more plot devices, McGuffins than a tool. So, what is potential discount on Ritual Adept for such system? Also, I'd like mages to depend on external energy which is much like ammo for firearms. So, no gathering ambient energy at all (maybe the world itself is like No Mana but with no magic suppresion effect, just no ambient energy, something like Very Low Mana) - mages usually rely on energy sourses though such artifacts which store magical energy are very common, much like firearms ammo in non-prohibiting countries (they're produced by holders of Primary Sources - mighty artifacts which actually produce that magical energy). Sacrificing FP and HP is rare and may lead to quirks. Inner reserve is at its place but it can't be replenished through Path of Magic because no ambient energy is presented. Though it can be replenished by touching Artifacts. Is discount here on Ritual Adept, Magery or both? ============================================ And about Condition Rituals. Can mage "hold" blatant attack spells (with himself as a subject) with condition "When I decide to attack"?
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MH Setting. Welcome to help. |
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#2 |
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Banned
Join Date: Oct 2007
Location: Europe
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RPM's "Magery" is really just 9 CP worth of Energy Reserve and a single Perk, per level, so it seems much more sensible to me to apply any Limitations to Ritual Adapt, as well as non-Limitation-type discounts.
However, I vaguely recall a thread from some months ago, quite possibly last year, in which the author of MH and RPM, Pee Kitty, was in favour of Limitations on Magery. |
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#3 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Bruno was toying with some ideas about no improvising here. Quote:
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#4 | |
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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And new question about the same setting which arises from previous discussion.
The main problem is to balance mage and non-mage characters while not making any of them less useful. So making some effects Lesser may make disbalance to mages side. Of course, upcoming RPM book would be appreciated a lot. The setting is High Magic and High Tech (TL 8 High Magic Urban Fantasy) and different artifacts are as common as High-Tech gear (mainly, mundane gear is used as usual while magic is used for purposes which can't be covered by mundane means or when magic provides countermeasures against mundane threats). So, new question is about artificiers with RPM. Is there a good way for allowing artificier to make more charms than allowed by his Thaumathology? I think of additional magical skill like Path of Creation* or Hard Technique on Thaumathology, or leveled perk which allows more charms (ideally, infinite number of charms, maybe with increasing the time of creation slightly) while they become utterly separated from creator and only under control of the wielder. What would be the costs and limits? What if charms created can be attached directly to power sources (like Powers Stones) so nearly no inner energy is required for creation like this idea: Quote:
The reason to have rules for creation is that some PCs might want to be active artificiers (not background ones), otherwise I'd definitely use some economic assumptions (like Alchemy rules in DF). *Not to change the number of magical skills I exclude Path of Undead because there are no such things approved in the setting, maybe it can be used for unique spells with invention rules, though, usually as default from Thaumathology because nobody can teach such skill. And overall question. Does such abundance of Magical Energy artifacts change the pricing of Ritual Adept advantage? Or is it balanced with greater access to artifacts for non-mages?
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#5 |
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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And additional question about RPM attack spells (yes, with abundance of energy attack spells might become more useful). Is there any way to use modified IA (for AD, RoF, Range or other modifiers) to calculate cost of the spells? I think of using the guidelines for Affliction but is this right? What about Attack Limitations? Does they reduce the cost of a spell?
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#6 |
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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And one more question, about particular Ritual (isn't there a thread for questions about particular Rituals?).
If mage creates an Area of decreased temperature to infilct FP damage (Hazard: Freezing), is it right to use Greater Destroy Energy (Destroy to reduce kinetic energy of molecules) for the cost of (5 + Area of Effect increment + FP Damage increment + 4 for 20% Freezing modifier) * 3 (1 greater effect)? Or is Freezing modifier included into greater effect? Because otherwise it's much cheaper to use Lesser Destroy Body to directly inflict general FP damage from "tireness" without blatant effect.
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#7 | ||
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Join Date: Aug 2008
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Quote:
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#8 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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Nope. Not unless you include it. Quote:
Bitter Cold Spell Effects: Greater Destroy Energy. Inherent Modifiers: Damage, Internal Fatigue (Freezing) Greater Effects: 1 (x3). This spell causes all subjects within a 10-yard radius to suffer 3d fatigue damage with the Freezing hazard (p. B104). Typical Casting: Greater Destroy Energy (5) + Area of Effect, 10 yards (8) + Damage, Internal Fatigue 3d (Freezing, +20%) (12) + Subject Weight, 300 lbs. (3). 84 energy (28x3). Induce Hypothermal Shock Spell Effects: Lesser Destroy Energy. Inherent Modifiers: None. Greater Effects: 0 (x1). This spell causes the subject to suffer from a sudden thermal shock (p. B430) for the next 30 minutes or until he makes a successful HT check. Typical Casting: Lesser Destroy Energy (5) + Duration, 30 minutes (1) + Subject Weight, 300 lbs. (3). 10 energy (10x1).
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#9 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#10 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Whelp I feel like a idjit.
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