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#21 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I think I answered most of those questions up above. I didn't use this a lot (maybe 12 or 20 sessions) but enough I feel confidant in posting this here.
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#22 | |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Get the others as "Alternative Abilities." Grand total, 10 + 2 + 2 + 2 = 16. Granted, it takes a "Ready" move to switch between them. But it gives the young adept a little versatility. Even taking the first one for full, then spending points earned in adventuring to take the second as an alternative, then the third, then build the second into a full power, then get the fourth, etc...
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I'm a collector, not a gamer. =) |
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#23 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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#24 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#25 |
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Join Date: Aug 2004
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I love the idea of using the Devotional Enchantment rules as a way of generating energy for use with divinely-inspired RPM; it neatly sidesteps one of my pet peeves about RPM (namely, you severely handicap yourself if you don't invest points in the Path of Magic). However, I wouldn't put any sort of cap on how much you can generate through proper living, meditation upon religious texts, and so on: the time doing that directly parallels the "study time" rules, except that it pays you in spellcasting energy instead of character points. As such, the rule is essentially "earn character points through study that can only be spent on energy" — and the idea of capping how many character points you can earn feels wrong.
Or am I misunderstanding something here? |
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#26 |
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Join Date: Nov 2008
Location: Yukon, OK
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No, you have the original idea for it down.
I agree with you, I would have it add to not refill or be capped by the ER.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#27 |
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Join Date: Aug 2004
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A few other changes I'd recommend:
• Switch the core skill from Thaumatology to Ritual Magic to represent familiarity with divinely-potent religious rituals. • Allow the Devotion Talent (Fantasy and Power-Ups: Talents). • I'd also allow Divine Favor to act as the "enabler advantage" that lets you perform RPM at no additional cost; but then, I'm of the opinion that GURPS focuses a little too heavily on the point accounting. Magery (RPM) caps the core skill based on its level, and provides you with an ER*; when using Divine Favor as the enabler, I'd use its rating as the cap: that is, Divine Favor 11- caps Ritual Magic at 11; Divine Favor 14- caps Ritual Magic at 14; and so on. I also wouldn't bother with an ER: have all of the energy come from "Devotional Enchantment". Possibly give a better exchange rate: IMHO, twice as fast as regular "devotional enchantment rates" would not be inappropriate. Let characters buy an initial reserve of "grace" at 50 energy points per character point (to match the doubled earning rate); but if there are any other sources of energy, they should be few and far between. • The Path of Magic becomes the Path of the Divine. This is essentially a name change; but it's an important one: in this paradigm, this deals with Sanctity and holy items instead of mana and thaumic energy (or whatever RPM normally calls it). * Incidentally, this is a perfect example of not getting bogged down in the minutiae: they do not attempt to figure out how many points the built-in ER "ought to" cost and then tack that on to the cost of Magery; nor do they mess with trying to discount Magery's cost due to it not giving you a bonus to your rituals, and n fact serving to cap them. |
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#28 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#29 |
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Join Date: Aug 2004
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Late-breaking suggestion: instead of (or in addition to?) doubling the energy gains from "Meditation, Holiness, or Study", let Devotion reduce the time intervals needed to generate energy in this way.
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#30 | |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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So, for instance, making one sub-component Day-Aspected. The only problem I see (granted, if you'll note my signature, the chances of me seeing much is low :-) is keeping track of which sub-component is the full-price one, and which ones are the "alternative ability" ones. So, making the "don't need gestures" (IIRC?) Day-Aspected would reduce it below 10 pts, meaning that another sub-component would jump to full 10 pts, making "don't need gestures" an alternative ability, which means it probably wouldn't save any points (since it'd take a -50% limitation to reduce the 1/5 cost from 2 pts to 1 pt; unless ALL of the sub-components were similarly limited). Still, it would add flavor. :-)
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I'm a collector, not a gamer. =) |
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| Tags |
| divine favor, magic, powers, ritual path magic, rpm |
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