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 10-21-2013, 02:13 PM   #15
Terwin
 
Join Date: Oct 2009
Location: Plugerville
Default Re: To what extent does RPM encourage/facilitate/prevent generalist casters?

Quote:
Originally Posted by lexington View Post
But the RPM caster only has the equivalent of DX15 if they intentionally do that. There are no mandatory advantages that turn you into a generalist. A default of -6 is very steep unless you have most casters running around with Thaumatology above 20.
Even with a Thaumatology of 30+, the path defaults are still 12, so any Thaumatology above 18 only increases the path caps, not the default.

I also asked earlier about Buying up from Default, and was told that for all purposes, the max Thaumatology default is 12, so you are not going to get all path skills at 15+ for only 1 point each unless you have an IQ 18+

(Oddly enough, the optimal number of points to spend on path skills for a generalist does seem to be 1 point each, as anything more would cost at least as much as +1 IQ)
Terwin is offline   Reply With Quote
 

Tags
ritual path magic


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 06:08 AM.


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