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#1 |
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Join Date: Apr 2019
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I'm not understanding how Blocking Spells work in RPM.
In RPM, under "'Blocking' Spells": "Ambient energy can be gathered instantly at -10 to skill; this supersedes the normal penalty to reduce time." So ... does this mean that, if I have the Path skill at 21, I can roll at 11 to gather energy 3 times, then at 10 3 times, then at 9 3 times ... until I have enough energy to power the blocking ritual? ... all instantly? or until I fail a roll, at which point the blocking attempt fails? Or does it mean that, if I have a blocking spell that costs, say, 30 energy, I have to have a skill high enough to gather (45-Mana Reserve) energy in a single Path-10 roll? Like, if I have RPM Magery 8 and skill 20, I can use my 24 Mana Reserve and then I have to come up with 6 more energy by rolling at 10 and hoping for a 4? Well ... that doesn't seem plausible. By the same token, if energy can be gathered instantly at -10, does that mean that I can do all my gathering rolls from a base of skill-10 (and hope I never roll a failure, which stops the instant gathering) like normal, but all those gathering rolls happen instantly? Finally, an unrelated question. Let's say I have Magery 2, so my Path skills are capped at Magery 2 + 12 for 14, but my IQ is 20, and 1 CP in a Path skill would give me 17. If I put 2 points in a Path skill, could I use those extra 4 points of theoretical skill above the cap (18 - 14) to soak penalties? I couldn't find a clear answer to these questions anywhere, and I'm trying to learn how RPM works! Thanks for responses! Last edited by JulianLW; 07-16-2021 at 11:58 PM. |
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#2 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#3 | ||
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Join Date: Apr 2019
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Example: My Ignite spell is just Lesser Control Energy (5), Cost: 5. I have Path of Energy at 19. I cut my gathering roll to one second for -4 and roll an 8, gathering 7 energy. As soon as that's done, I've lit my fire, correct? In theory, this makes for a one-turn spell - though not instant. But I could NOT gather energy at -4 three times in that second, as I could when rolling -10 for instant gathering with a blocking spell, right? Or could I? (I think this is a no.) The -4 for fast-casting means that I can roll that Path of Energy skill at 15 to gather for 3 seconds in a row, then at 14 for 3 more seconds, etc., to come up with ~27 energy in 6 seconds, correct? So (and I'm sure this has been asked before) is there any way to get a more powerful one-second spell? Could you do, like, "Rapid Strike Gathering" in one second at -6 on top of the -4? That is, could you take a -10 penalty on two gathering rolls (or -16 on three rolls) to make them in the same second? Finally, would your "Spellslinger" advantage in Pyramid 3/66 cut that penalty to -3, for -7 for 2 gathering rolls in a second or -10 for 3 gathering rolls in a second? |
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#4 |
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Join Date: Feb 2009
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I allow -10 to cast spells in a single round.
I think this lines up perfectly well with the -10 for Quick Shooting Bows without Heroic Archer and Weapon Master for single round shooting, or Dungeon Fantasy -10 for single round First Aid It's fairly niche . . . People usually prefer to use their charms in combat because the delta from 'my skill plus charm lab plus grimoire' to 'my skill -10' is so huge, the main use I've seen is to show off with minor cantrips outside of combat |
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#5 |
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Join Date: Apr 2019
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I assume you mean a series of gathering rolls starting at -10 in one second (rather than instant)? Otherwise, if it were just a single roll for a one second spell, it'd be at -4, right?
This is the thing that's giving me the hangup: I'm so used to the normal GURPS mechanics that being able to make more than a single active die roll per turn to accomplish an action is just confusing me, I guess. |
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#6 |
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Join Date: Feb 2009
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Right, series of rolls in round at -10 to cast in one round
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| Tags |
| gathering magic energy, ritual path magic |
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