07-13-2015, 08:15 AM | #31 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: [RPM] Starting Character Points
As do I. But I usually use magic as powers when I work with dull wizards.
Quote:
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.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
|
07-13-2015, 08:26 AM | #32 |
Join Date: Feb 2009
|
Re: [RPM] Starting Character Points
RPM caps defaulting at 12, so that build is maxed
|
07-13-2015, 10:00 AM | #33 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: [RPM] Starting Character Points
really? even with magery?
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
07-13-2015, 10:08 AM | #34 |
Join Date: Dec 2008
|
Re: [RPM] Starting Character Points
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.
|
07-13-2015, 10:26 AM | #35 |
Join Date: Feb 2009
|
Re: [RPM] Starting Character Points
Pig 6 of RPM, defaults cannot exceed 12
|
07-13-2015, 01:45 PM | #36 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: [RPM] Starting Character Points
Good to know. I wasn't aware of that.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
07-13-2015, 01:50 PM | #37 |
Join Date: Feb 2009
|
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
|
07-14-2015, 12:51 AM | #38 |
Join Date: Jan 2013
Location: Lafayette, COlorado
|
Re: [RPM] Starting Character Points
Yeah, but Magics is kinda unbalanced, ain’t it?
|
07-14-2015, 03:37 AM | #39 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: [RPM] Starting Character Points
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.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
07-14-2015, 10:22 AM | #40 |
Join Date: Oct 2011
Location: Boston
|
Re: [RPM] Starting Character 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.
|
Tags |
gurps 4e, rpm |
|
|