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Old 07-11-2015, 12:25 AM   #29
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default Re: [RPM] Unlimited Voluntary Sacrifices

Quote:
Originally Posted by dfinlay View Post
I think more to the point, 1 level of various traits doesn't mean the same thing, so putting a fixed level cap on traits seems very odd and clunky. 1 level of extended duration is not in any sense equivalent to 1 level of TK, which is not equivalent to 1 level of hardened on your DR. A cap of Hardened 5 is very high, while a cap of Binding 5 is almost unusably low, for example.
I agree. Keep in mind, I never said to limit the level of Area of Effect, Damage, etc. to your Magery level. I was suggesting limiting it to the character's Path skill. I then compared this to the similar way that Magery limits how many levels of effect spells can have in the standard magic system.

Mainly to limit the spell modifiers. But I think in the end, the best way to solve the problems with RPM is to just change the Spell Modifiers Table. It's just broken at the high end.

Unless you want a game where any skilled Ritual Path Mage is capable of godlike feats on a regular basis.

As it stands, in the default, RAW RPM system, influencing an entire city with magic is easy. Changing the world is easy. Destroying the world, or wrecking destruction over an entire continent is easy.

The only thing that stops these things from happening is the whim of the GM. Yes, I know the GM is needed to regulate RPM. The GM can always declare something to be a greater effect etc.

Still it just feels like a big flaw in what IMO is the best magic system I've seen in a RPG.
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