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Ubiquity Magic Question

Started by rgrove0172, December 15, 2016, 11:53:11 AM

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rgrove0172

Any Ubiquity (Desolation, Leagues of Adventure, Hollow Earth, All for One etc.) players or GMs out there?

Im having trouble with Magic Rituals. Several people on Google + are mentioning rules I cant seem to find in any of the core books.

Anyone willing to help me out with a question?

Brand55

I only have a little bit of experience with Ubiquity, and depending on the specific game the magic rules aren't always in the core book. I can't guarantee I'll be much help but I'll do my best.

rgrove0172

Sure,

Im using Leagues of Adventure and Leagues of Gothic Horror but have access to most of their other books.

In GH it describes magic rituals as extended actions - and designates certain rituals as very slow, requiring 20 turns to complete. Nowhere however can I find anything on the difficulty of a ritual to modify successes rolled or even the number of successes required to complete a ritual. Someone on Google + stated they believed magic had a difficulty of 2 and required 5 successes over 5 turns by default but I sure cant find that anywhere, nor does it answer how many successes those very slow rituals (marked with an R in their descriptions) are required to attain. 20?


It just seems there is some important mechanic missing here.

Brand55

Quote from: rgrove0172;935250Sure,

Im using Leagues of Adventure and Leagues of Gothic Horror but have access to most of their other books.

In GH it describes magic rituals as extended actions - and designates certain rituals as very slow, requiring 20 turns to complete. Nowhere however can I find anything on the difficulty of a ritual to modify successes rolled or even the number of successes required to complete a ritual. Someone on Google + stated they believed magic had a difficulty of 2 and required 5 successes over 5 turns by default but I sure cant find that anywhere, nor does it answer how many successes those very slow rituals (marked with an R in their descriptions) are required to attain. 20?


It just seems there is some important mechanic missing here.
I don't have Gothic Horror yet, sadly, though it is one that I plan on getting one day since I love TAG and Ubiquity is a good system. Still, it sounds like what they're using is at least somewhat related to the very first magic rules that were published for the system back in Secrets of the Surface World for HEX. On page 49 of that book is the entry for Rituals, where it mentions the 5 successes needed to complete them and mentions they are extended actions. It sounds like GH added an even slower level of ritual that requires more successes. You might double-check if there is a "Rituals" header in the Gothic Horror book to see if there's any more information there about the 20 successes you mentioned.

As far as difficulty goes, I think that depends on the specific spell. Some will be against a set target, like a character's Willpower, while other times it will be up to the GM to set an appropriate number. This difficulty will generally be 2 because that is the average difficulty and if there are any other factors in play they take the form of bonus or penalty modifiers rather than making the GM come up with a shifting difficulty on the fly. I'm afraid I don't have a page reference for this, though; it's just the way we played it the few sessions I had with the game. SotSW has many tables for the modifiers for dice pools but never mentions difficulty as far as I can tell, so it seemed to us that it was meant for the average difficulty to be used unless otherwise stated in the given ritual's description.

rgrove0172

Well that would fall in line with what I was told but it woukd sure be nice to see it in print somewhere. Thanjs very much!