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#1 |
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Join Date: Sep 2014
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So, for an upcoming fantasy game, I am thinking I want to use RPM - more or less.
I'm looking to make some changes to its core mechanic, and I'm unsure how to go about it. I want to move the default away from "able to cast any spell you sit down and design" and to "able to cast any spell you've learned/invented/are using a grimoire for". Improvising a spell on the fly, would only be more difficult (-2 to -4, unsure as of yet), but significantly more prone to critical failure (treat your effective skill as lower -5 when determining if a roll is a regular failure or critical failure). The idea being that while I'd use RPM's mechanics and spell building and paths and whatnot, I want spells to be somewhat collectible. I'm not sure how I'd handle the mechanics of them learning or inventing a spell, as of yet. I think I'd want some kind of research involved, but beyond that I don't know. I also understand that this version of RPM would be crappier than the regular one. So I guess I'm here to ask two things:
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#2 |
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Join Date: Sep 2006
Location: Luxembourg
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Taking a (mandatory) limitation on ritual adept : only for spells with a grimoire or a mastery perk will get you close.
I don't remenber the value but it was discussed either in pyramid or on the forums. |
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#3 |
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Join Date: Sep 2014
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I dont want them to have to spend xp on every spell, or anything, so mastery perks are not how I want to handle learning a spell. I basically want spells to be mostly as equipment, without them improvising them on the fly. Hmm.
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#4 |
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Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Saying that familiarity penalties apply to RPM seems like a simple enough house rule. Just like plenty of other skills where in one campaign that might be rigidly enforced, whereas in others it's mostly neglected.
How would you handle casting it from a grimoire? Add up bonus and familiarity penalty or make an exception to the latter? As for learning, it depends a bit on how "scientific" your spells are. If you really need to know the theory behind something and/or have some really intricate components and chants, then you could come up with a formula based on greater/lesser effects. If it's not all that hard, but just unlikely that one could improvise something, then it's just simple memorization, on par with learning a new song on an instrument (maybe X - Magery hours, min. 1). I don't see this having a big impact on prices. Anyone remotely professional would rely on their known rituals anyway, so the flexibility of (beginning) adventurer-types is hardly worth it. And if magic isn't that rare or there's some artificial limit (CPs, spell book pages, IQ limits) to ritual knowledge, then expect large ritual collections anyway. A sufficiently large grimoire is indistinguishable from free form magic. |
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#5 |
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Join Date: Aug 2004
Location: Helsinki, Finland
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Ok, for whatever it's worth, here's my 2 cents worth on it:
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
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#6 | |
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Join Date: Aug 2006
Location: L.I., NY
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Quote:
As for inventing new spells, my approach is that a spell that uses one or two paths and no greater effects is simple. Every additional path or greater effect increases the complexity by one level. Ghostdancer's Personal Greater and Lesser Effects should be considered when determining spell complexity. Natural Caster talent adds to rolls for inventing spells. |
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#7 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Quote:
__________________
Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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| Tags |
| help?, houserule, rpm |
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