Quote:
Originally Posted by Refplace
How so? I have found it very tweakable.
A given character could have different skills, perks and advantages that make a change vs. another caster.
And as for the system itself from a GMs point you can just change and add or remove various Paths.
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The main problem identified here is that there's no trait required, whether learnable or inborn, to use the magic. All you have to do is learn some skills. The traits only help you do the magic
better.
With no underlying mandatory trait, there's nothing you can apply Limitations to, nor is there anything you can "sell off" during character creation if you wish to create a character who absolutely cannot use magic, in exchange for a modest bribe in CP.
It doesn't have to be a big deal. In fact if it is a big deal, almost all players making non-casters would take that disad without hesitation. But a trait casting 10 CP could be a good basis for Limitations, and would not significantly increase the template cost, relative to the 400 CP totals in the core PDF.