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Old 07-13-2015, 08:15 AM   #31
ericthered
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Default Re: [RPM] Starting Character Points

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Originally Posted by Not View Post
I like the idea of a dull wizard.
As do I. But I usually use magic as powers when I work with dull wizards.

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Originally Posted by evileeyore View Post
Why? If you're only handing out 64CP to make characters on, expect such builds.
Low point cost doesn't justify playing with the rules.

I don't like the way defaults work, and pumping one skill sky high in order to raise 9 more at -6 is not (In my not-so-humble opinion) the way defaults ought to work or were even designed to work. I suppose my real objection is that further advancement is via a four point increase in skill + magery. That's just broken.
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Old 07-13-2015, 08:26 AM   #32
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Default Re: [RPM] Starting Character Points

RPM caps defaulting at 12, so that build is maxed
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Old 07-13-2015, 10:00 AM   #33
ericthered
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Default Re: [RPM] Starting Character Points

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RPM caps defaulting at 12, so that build is maxed
really? even with magery?
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Old 07-13-2015, 10:08 AM   #34
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Default Re: [RPM] Starting Character Points

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Originally Posted by evileeyore View Post
Why? If you're only handing out 64CP to make characters on, expect such builds.
Not at all.If he's handing out [64], that most likely means he wants relatively realistic people just a little bit more notable than average (or maybe badass 10yo street kids or some such), not hyperoptimized hyperspecialized characters designed to get abilities that would normally require more points than that.
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Old 07-13-2015, 10:26 AM   #35
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Default Re: [RPM] Starting Character Points

Pig 6 of RPM, defaults cannot exceed 12
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Old 07-13-2015, 01:45 PM   #36
ericthered
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Default Re: [RPM] Starting Character Points

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Pg 6 of RPM, defaults cannot exceed 12
Good to know. I wasn't aware of that.
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Old 07-13-2015, 01:50 PM   #37
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Default Re: [RPM] Starting Character Points

I personally allow a 10pt talent named (creatively) 'RPM Talent' to raise the 9 path skills and Thaumatology, since it annoys me Magic Magic has a 10pt spell raising talent and RPM doesn't
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Old 07-14-2015, 12:51 AM   #38
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Default Re: [RPM] Starting Character Points

Yeah, but Magics is kinda unbalanced, ain’t it?
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Old 07-14-2015, 03:37 AM   #39
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Default Re: [RPM] Starting Character Points

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Yeah, but Magics is kinda unbalanced, ain’t it?
No. It's supernatural and violates physical reality as we know it. But that's not the same thing at all.
Unless you meant Gurps R.A.W. spell magic. Then I kind of disagree as it's only unbalanced if the GM doesn't pare the list down and adjust it for their specific campaign.
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Old 07-14-2015, 10:22 AM   #40
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Default Re: [RPM] Starting Character Points

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Originally Posted by Peter Knutsen View Post
Aren't there Limited versions of Ritual Adept around? That might help shave off a few points...
There are indeed. Per RPM p 6 you can break Ritual Adept down to Time 2 levels for 10 points per level. Space (10) and Connection (10). So what you do is start off with Potential Ritual Adept for potential time 1 (5), potential space (5) and potential connection (5). If you start the character off with a joined disadvantage like magic susceptibility 5 (-15) you can start a character off with the potential to develop ritual adept for a zero point feature.
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