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Join Date: Mar 2006
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(no, these questions themselves are not magical)
A few years ago, I'd had ideas for what was essentially a Monster Hunters campaign and I'm now thinking of running one. Originally, I was going to use two different magic systems -- the standard mana-based spell magic and 3rd edition's spirit magic (Path/Book magic since Thaumatology brought it into 4th edition, but that wasn't out when I was first contemplating this). Looking at MH's Ritual Path Magic, it seems like it would do a fine job of bringing together aspects of those other two systems that I liked for this setting. However, I am having difficulty wrapping my head around how to run it. What I like about both "standard" GURPS magic and the Book/Path system is that the GM or player can just look the spells up and see how long they take to cast, how much energy it uses, and what the effects are. I think I would have a hard time with having to figure up each spell as it's cast. I'm struggling just to figure out what I think something like a fireball or invisibility spell would be. What is RPM like in practice? Is there a handy reference sheet that consolidates the rules for casting? Does anyone have lists of spells already worked out as examples (aside from the examples in the MH books)? |
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| Tags |
| monster hunters, ritual path magic |
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