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#141 | |||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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While it's tempting to go X=2, Y=4, I don't think that'd be fair -- skill bonuses in RPM are effectively exponential, so halving the bonus should more than double the number of spells (though not much more!). And it's important to have a fairly high Y value to avoid overly nerfing casters. So off the top of my head, I'd try X=3, Y=10 (just a different, common GURPS progression) and playtest how well that worked.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#142 | |
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Join Date: Sep 2004
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#143 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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By way of comparison, see how the Cross-Trained perk -- a single character point devoted toward nothing but "buying familiarities" (something normally not allowed) -- grants a player unlimited familiarities for a single skill.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#144 | ||
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Join Date: Jun 2013
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I had originally thought maybe I should discount it further, as -50% was the "Grimoire or Mastery only" Limitation value I had seen before, but maybe an extra -10% for "Ritual Mastery isn't quite as useful without a Grimoire" above the -40% for "Either works" would be appropriate. Quote:
EDIT: As for Familiarity penalties, perhaps sufficient study of a Grimoire would be appropriate? 8 hours of study, along with a few "test" castings (4, maybe), might work. You might also allow the character to make up a "reference guide" that serves as a +0 (or lower) Grimoire for this purpose. Last edited by Varyon; 02-05-2014 at 04:06 PM. |
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#145 | |
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Join Date: Sep 2004
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Using the familiarity rules as the base line for this would roughly give the players 2-16 familiar rituals at start for each Path, and might encourage a greater importance on relative skill versus absolute skill. Not saying it would be right for every group but I think it might be a good idea for my own groups comfort level of how versatile the RPM system is compared to the powers system. |
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#146 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#148 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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It's been clipped to my EverNote file of "Write this up." I've got some ideas to expand it too. So you'll be seeing it again at some point (maybe). :-D
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#149 |
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Join Date: Sep 2004
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Probably just in time for me to ask if any one has ever thought of using the familiarity rules for RPM rituals :)
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#150 |
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Join Date: Jan 2011
Location: alocal
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I'm planning a Magical Academy campaign set in my homebrew fantasy setting, featuring a heavily modified version of RPM. And I also chose to use a familiarity-based system for spells. I just took the information I had and extrapolated the following chart:
0 hours: -2 to spell rolls 1 hour: -1 to spell rolls 8 hours: -0 to spell rolls 50 hours: +1 to spell rolls 200 hours: +2 to spell rolls This might actually be a little harsh, but it does benefit from study-time reductions from talents. You don't need to use my progression, though; just take the info we have (no study is -2; 8 hours is -0; and Mastery, which is +2, requires 200h, since it costs one CP) and extrapolate it to your needs. |
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| Tags |
| ritual path magic, rpm |
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