Mad Mick:
I haven't used Ritual Magic before. In the default magic system, I usually aim for skill-15 in the spells I want to use. What skill level should I be aiming for in the rituals I want to focus on?
Like a lot of things...
depends. RPM is Energy Accumulating, so every extra MoS you can scrape up each pass gets you closer to finishing the ritual faster.
However, if you always have a consecrated space, immediate access to the subject, Magery 0 or better, and all the time in the world (30 minutes minimum usually), then a 16 should suffice... if you're a Ritual Adept, you can forego a lot of the previous requirements and still get away with a 16.
However, I did mention that the higher your MoS the faster you "get 'er done", yah? I've played (and GMed for) RPM ritualists who didn't feel happy with a 30 skill, of course they were trying to cast rituals on the fly that cost upwards of 300 energy...
If you're happy with hung or charmed spells, a 16 should suffice, especially if you have a good workshop, reagents, etc (if you can line up bonuses, or are just happy creating smaller charms). Otherwise it is a staircase every stretching into the heavens with no end in sight, just like regualr Magic spells (I mean okay, Create Zombie at 50 is pretty much time to stop...).
Yestow:
One of the worst ideas in all of GURPS: Chi Abilities. Who came up with this idea?
Chi abilities are fine. Those requirements only exist in DF, and they are to off-set the bonuses of the powers.
quote:
A character with Chi Abilities will miss 1-6 hrs of sleep every night, which leads to sleep deprivation, which leads to minuses on their rolls plus interfering with their ability to heal. And that's assuming they stay home. If they go out, it gets much worse!
Or you lose time doing other things; IE you don't take a watch, you don't do in town activities, etc. It averages out to 3 hours a day. And if you roll that always 'feared' 6, do you know what the worst you suffer is? You're down 3 FP the
next day because you stayed up late doing your special exercises/meditations.
quote:
A person with Chi Abilities needs to spend twice as money on "special foods" for their diet. Wait, special foods? As in rare or hard to find?
No they're common, available everywhere, they just cost money. And with the right skills they can be Scrounged and Herbaled up. Or at least the cost can be offset a bit.
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Never mind the price, where in a dungeon do you even find special foods?
You carry them in with you. Just like your buddy the Knight carries in the rations they're going to eat...
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They need rare oils and incense. Gee, I hope that doesn't attract the attention of wandering monsters or enemy patrols.
If your GM does that, then that torch and lamp oil is also drawing monsters, as is the standard rations you and everyone else is eating. And your GM is being an [DELETED].
It's pretty clear you've either never actually played in a game with them or your previous GM was a [DELETED]. Give them a try or play something else, like a Wizard or Cleric who have their abilities turned off just by walking into the wrong room.
And no, Martial Artists aren't the baddest of the bad warriors, they are
versatile warriors, often a bit more fragile, but they have great utility and dungeon parkour ability*. And with a slight investment, out thieves a Thief. You want to moan about a Profession that gets the short end or the stick? Play a Thief, everyone but Barbarians, Holy Warriors, and Knights can do their job, and those three Profession can often 'Barbarian' their way through a dungeon without a Thief.
* And do not play a Pixie Martial Artist, just don't do it. Really subpar considering MA's deal damage based on ST. I mean it's an interesting concept, and the right Player could have loads of fun with it, but you're trading out a bunch of the MA's specialties for being able to fly, hide well, and suck in No Mana Zones...