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#1 |
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Join Date: Feb 2009
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Does anyone have any ideas on how to use a form of the Symbol Drawing rules from Worminghall with RPM magic?
It would be particularly cool to have ideas for RPM magic both the form in Champions, and the form in Quick and Dirty Charm Creation in Sidekicks |
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#2 |
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Join Date: Feb 2008
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You may not have long to wait... Ritual Path Magic should be out pretty soon and I'm sure it will have all sorts of side rules like that.
Isn't it in post production now or something equally promising? |
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#3 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Quote:
Ghostdancer
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#4 |
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Join Date: Feb 2009
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Im definitely eagerly awaiting the RPM book when it comes free into the light of day!
However, I'm still interested in thoughts on this topic now |
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#5 | ||
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Join Date: Sep 2004
Location: Canada
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Quote:
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#6 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#7 |
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Join Date: Oct 2004
Location: Yorkshire, UK
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The 2 Thaumatology items in the queue are the things I'm most interested in seeing, but there are only 6 (maybe 7) non-Pyramid release Thursday's before the Christmas break, and a lot of new items jostling for position in the release Queue, so without multiple releases on a Thursday (perhaps a bumper pre-Christmas release?), we're not going to get everything this year.
Fingers crossed though. |
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#8 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
RPM touches on Symbol Drawing as a way to consecrate an area quickly, but not as a direct spellcasting aid. That was intentional, because I've found that the bonuses from Symbol Drawing can be overly powerful, particularly in RPM, where a key part of the system is trying to scrounge and scrape together every bonus possible. For RPM, if you really want Symbol Drawing to factor into spellcasting rolls as a potential bonus, I'd recommend turning it into a complementary skill roll. Off the top of my head, I'd start with the following, see how it worked (playtest it!), then adjust as needed: Before a ritual is invoked, the caster may choose to draw powerful magical symbols, unique to the spell. (The symbols change to reflect new subjects and situations, and thus cannot be prepared in advance.) The symbols may be written on paper (no penalty) or traced in the air (-2 to skill); either way, it takes a minute, modified by the normal Time Spent rules. Roll against Symbol Drawing; on a critical success, the caster's rolls to cast the spell are at +2; on a success, +1; on a failure, -1; or on a critical failure, -2. Quote:
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#9 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#10 |
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Join Date: Sep 2004
Location: Canada
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I might be inclined to include Symbol Drawing in RPM almost as-is... but using one half or even one third the bonus (round up) instead of the straight bonus. The smaller the fraction, the closer this gets to Rev's alternate suggestion, of course.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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