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Old 03-16-2019, 07:01 AM   #3
Ailluminus
 
Join Date: Jan 2012
Default Re: [Thaumatology] Modular Magic

Quote:
Originally Posted by AlexanderHowl View Post
Magic tends to be 4 CP per point due to its broad flexibility. A 2 CP per point modular ability would be something that would require a drug worth 1% of average starting wealth per point to reallocate or the like.
It wouldn't need to be a drug, but yes, it would cost money, which I intend to reflect via expendables and having to accumulate a ritual kit or laboratory.

I'm planning to grant this to PCs as a Feature, not as something they can choose to buy. For that reason, I'm comfortable playing fast and loose with some costs.

I am worried about unanticipated abuse of the system, so if there are any clear concerns on that front I'd love to know.
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