Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 03-16-2012, 06:47 PM   #8
Peter Knutsen
Banned
 
Join Date: Oct 2007
Location: Europe
Default Re: RPM Magery Limitation: Can't use Greater Effects

Quote:
Originally Posted by Refplace View Post
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.
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.
Peter Knutsen is offline   Reply With Quote
 

Tags
ritual path magic, rules


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:11 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.