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#1 |
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Join Date: Sep 2007
Location: Arkham Asylum
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In the near future (after my DF and MH campaigns I'm working on) I intend to run a Serious Fantasy campaign.
By utilizing Fantasy, Horror , Low-Tech and Martial Arts, I hope to craft an interesting and fun world to play in for all sorts of characters. When it comes to wizards and the magic system used, I want to go with RPM from MH, because it has an authentic and mystical feel that differs from the tactical variety found in Magic. Today, while speaking with one of my players (who wants to play a witch), I mentioned some of my plans for this campaign, and he said it didn't sound like fun because RPM wouldn't work very well on a lower point budget (something like 200 cps). I disagree, but realize that I'm far too inexperienced with RPM for my opinion ito be completely informed. So, my question to the more knowledgable: Can a reasonably powerful wizard be built on 200 points (50-75 points in disads) using RPM? Yes? No? With some conditions?
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Jazama Pajama Pajama Shimera Kazam Imera Imera Kazam Pajama Shimera Kazam Pajama Pajama! Check out my blog, Ambro's Brainwaves Pretend you have telepathy, read my thoughts! |
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#2 |
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Join Date: Mar 2010
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The first difficulty I can see is being able to accumulate enough energy to support greater effects before the failure/crit failure rate becomes painful.
Magery is useful to counter this, to a limited degree, but at 10-points for every 3 energy (after the initial 15-points for the initial 3 energy) ... High Magery is also a requirement with the cap for Ritual Path skills being (12+Magery). In addition, Ritual Adept is 40-points and necessary for anything other than an off-screen/downtime caster. (The Non-Adepts and Magic sidebox on MH pg 36 should explain why.) Magery 3 [35], Ritual Adept [40], Thaumatology (IQ/VH) 15-, 9 Ritual Path (IQ/VH) skills at 15- ... There went a huge chunk of those 200 points. Also depends on what you mean by reasonably powerful. |
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#3 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
Also with 12+Magery being a hard cap, it's not clear to me that high IQ is particularly useful. And contrast it with the standard GURPS Magic adventurer mage, with Magery 3 and IQ 4 costing a total of 115 CPs. That's a large chunk too. Add in having to pay 1 CP each for 20 spells, and 5 more VH spells costing 2 CPs each, and we're talking 145 CPs. The chunk just got even huger. |
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#4 |
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Join Date: Mar 2008
Location: The Kingdom of Insignificance
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This is an excellent question. I have flagged playing a one-off MH game with one of my old gaming buddies. Given that we had always played 150pt characters, he was gobsmacked with the idea of having 400pts to play with. Almost to the point in not wanting to being involved in the game.
And it got me thinking of what sort of campaign or game I could run at a lower point score (which is sort of pre-empting the release of MH4, but hey....). And one of the limitations I ran into was yup, the Sage and the Witch.
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It's all very well to be told to act my age, but I've never been this old before... Last edited by Luke Bunyip; 04-21-2011 at 03:29 AM. Reason: Insertion of errant words. Meh. |
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#5 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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You can definitely build a "useful" caster on 200 points -- MH4 will have a template that does just that. (In fact, I've built 100-point casters who were able to pull off some pretty impressive effects . . . using a grimoire, from a sacred space, with RItual Mastery, and several friends sacrificing FP to help.) But what's really hard to do is to build a useful adept. The Ritual Adept advantage, at 40 points, eats up a pretty good chunk of anyone's point budget.
But there's no reason you can't play a non-adept caster. For fast spells, use charms. Or pick some spells you like and grab a grimoire and Ritual Mastery for each -- it's easy to get a +5 bonus that way, which negates the time penalty. Then you still have the option of total versatility using slower spells. About the only thing that's really expensive is if you want to be versatile and fast . . . but yeah, that should be expensive! That's the idea. PS: Luke, you may want to ease your friend into MH using MH4: Sidekicks to build heroes. Then, when everyone's comfortable, bump 'em all up to 400 points in a "flash-forward"!
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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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#6 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Here's a sample caster built on 195 points with no disads. That way, if you're running 200 with -50 in disads and -5 in quirks, you still have a whole 60 points to spend on stuff that isn't magic, or you could add RItual Adept and have just 20 points left. (I'm assuming this isn't for a standard MH game, so there's no motivational lens, Know Thy Enemy stuff, etc.; if this is for an MH game, this character will need some revising! In particular the sidekick template I mentioned has better HT, some minor combat ability to stay alive, etc.)
ST 10; DX 10; IQ 14 [80]; HT 10. (Total 80.)There. It's up to you if you want to overlap the Ritual Master and Grimoire bonuses; if so, that's +7 to his six favorite spells, which (assuming they're part of his best Paths) means he can cast in adept time and without preparing the area at only -3 to skill. And his skill levels are otherwise good enough to be quite versatile if he's able to take his time on a spell. If he puts some of his extra points into Hidden Lore (Sacred Places), he can use the rules in MH2 to locate a place of magical potency. If he can get a +2 bonus (reasonable) that way, he's at a net +3 on all rolls to make charms; if he's making charms for his signature spells, that's an effective skill of up to 25 (!), which translates to a lot of extra energy for improved range, area, etc. And if you add the RItual Adept advantage with your leftover points, you've got no penalties for time, preparing the area, etc. So you have amazing effective skill with your "go-to" spells, and when you need to improvise, you have a good, adequate, or possible chance of pulling it off -- depending on what Paths are involved and how much energy it takes.
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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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#7 |
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Join Date: Oct 2004
Location: Yorkshire, UK
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Stripping down the Witch template as much as possible, hopefully without losing too much Magic or Monster Hunter -
Drop Attributes to ST10, DX10, IQ14 and HT10, as well as dropping extra points spent on Secondary Characterstics - saves [118] points. Advantages: Keep Ritual Adept and the Motivational Lens, Drop Magery to 3 and drop all other advanatges = saves [95] points. Disadvantages: Keep the full [-55] (plus [-15] from motivational lens) Skills (Secondary): Drop 2 of the [4 point] Combat Skills - saves [8] points. Total Saving [221 points] giving an [179] point template, which I'm sure could be squeezed down to 150 - but that would leave very little else on the template but the Adept/Magery. Certainly 200 points looks to be doable. The template still has all of the Magical Paths, at a slightly reduced level of 15, due to lower IQ and Magery, but still with Ritual Adept! Note: I don't know if Magery 3 or Path Skill 15 is too crippling, I haven't taken in the full implications of the RPM in use. Edit: I didn't spot PK's sample caster until after I'd posted - I guess Magery 3 and Path 15 is OK, definitely a bit more point flexibility without Ritual Adept. Last edited by SCAR; 04-21-2011 at 04:41 AM. Reason: Comments based on PK's sample caster! |
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#8 |
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Join Date: Sep 2007
Location: Waterford, MI
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A few changes that I thought of to help with this very issue:
Most of these are campaign rulings and not character traits. Not sure of the normal energy to ritual energy conversion, either 2 or 5. -Joshua |
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#9 |
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Join Date: Sep 2007
Location: Arkham Asylum
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I see that an effective RPM wizard can be built, and looks to be quite scary with his combination of focused power as well as broad power. I'm sure my player will be quite pleased to know that he's wrong . . . insofar as people enjoy being wrong. :)
An interesting note: I had discounted how important and useful grimoires and Sacred Places are! In my campaign I had envisioned a sort of "mage's guild", and I want association with them to come with some perks, I think having access to a +2, or +3 Sacred Place would be nice.
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Jazama Pajama Pajama Shimera Kazam Imera Imera Kazam Pajama Shimera Kazam Pajama Pajama! Check out my blog, Ambro's Brainwaves Pretend you have telepathy, read my thoughts! |
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#10 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
You could do worse than to print the RPM chapter and highlight everything that gives you a bonus. You might be surprised at how quickly they all add up! :) Quote:
Also, don't discount the benefit of assisted casting! Mana reserve energy is cheap and easy to refill, so any nearby casters should be willing to chip in theirs. Sure, there's the -1 per extra caster, but the sacred place bonus should help offset that. If you have a +3 sacred place, you can have a four-person casting at no net penalty; if everyone has Magery 3, that's 36 points of energy without a single skill roll needed -- and if that's enough to work your spell, you only need to succeed at a single roll to cast it. If not, the fact that all four casters can make two energy accumulation rolls before suffering any penalties means a lot of potential extra power.
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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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| Tags |
| monster hunters, ritual path magic |
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