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Old 11-07-2013, 02:21 PM   #18
GodBeastX
 
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

Quote:
Originally Posted by Ghostdancer View Post
I'd ignore magic items - they already have their own system. I'm still not sold that you need a "permanent" effect. You want a permanent effect? Figure out how long the campaign you are in is going to last and then go a century beyond that. This is no different than the GM figuring out how much damage of a given source will appear in his campaign and then declaring that DR that protects up to that amount grants "immunity."
It's color sometimes for people. Vanity is an important thing. Someone will buy a perk if a quirk says they are a ninja, despite investing in all the skills, attributes, and advantages a ninja might have.

Someone knowing that if they do something, it'll still be there in thousands of years to come can be important. And in the particular case of what this person wanted to do "Mutate people so they become creatures they wanted in their own image" and know in 5000 years the planet might be full of them, then I don't question the reason for why they want to do it, I just give them rules for doing it if that makes sense.
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