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Old 10-15-2013, 03:00 PM   #33
Nosforontu
 
Join Date: Sep 2004
Default Re: Power-Ups for RPM?

Quote:
Originally Posted by Ghostdancer View Post
So it was more a Unusual Background than a regular advantage...well that could explain your experience right there.
Looking back at it, I would say yeah Mana Enhancer was used either more as as an unusual background character element or for those characters who were paranoid about their concept being nerfed in gurps. Essentially warriors who felt they were equipment dependent or casters who did not want to be worthless in a no mana/low mana zone. Especially towards the begining of 4e when we were still somewhat used to 3Es cap of level 3 magery.

Quote:
Originally Posted by Ghostdancer View Post
Except that it's something that can be shared. Also, it's stackable with regular skill so if you're GM enforces limits, this lets you ignore them.
Yep and if the GM is enforcing limits the bonus does hold greater value, of course part of the reason for this conversation was that we both are quibbling a bit on just how easy the default mana enhancer advantage is to share ;)

Quote:
Originally Posted by Ghostdancer View Post
I happily admit that while I've toyed with it a bit, Refplace was the one who made me think about it more than I initially had.
In that case thanks Refplace as well, I have been looking into them for a Fatespinner powers build idea, but hadn't stetched the idea to RPM as well.

Quote:
Originally Posted by Ghostdancer View Post
Charms would have to obey the limitation regardless because you're the one being limited to begin with and you're creating it.
I understand they would have the limitation when creating the charm but would they also have that limitiation once activated as well? For example if a RPM caster had night only he could obviously only create a charm at night but are you saying that he could only activate previously created charms at night as well?


Quote:
Originally Posted by Ghostdancer View Post
Ahh, yeah. Magic as powers is fun, but it gets kind of boring (to my players at least).
It was less magic as powers but more a case of cool supernatural power sets are the rule of thumb for this game instead of actual magic, except for the Avatar Last airbender inspired Elemental Wizards who were a campaign side note.
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