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Old 08-14-2015, 06:02 PM   #6
Raekai
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Join Date: May 2011
Location: Columbus, Ohio
Default Re: [RPM] Perussinexian Magic 2

Quote:
Originally Posted by dfinlay View Post
So, a couple of comments:
Under this system, you can increase all Paths with [8] ([4] if you have Path of Music and Dance). This will make magic-focused characters way better than non-magic-focused characters. I believe it's generally considered a bit broken to have a talent or wildcard skill for all RPM paths. There is a reason RPM doesn't allow defaults above 12.

Magical Incompetence is a Taboo Trait and thus worth [0] (or at most [-1]). Also, what magic do humans have access to that they don't?
That's exactly why I wanted others to take a look at it too. I figured my math would be broken, but I was hoping to get some suggestions as to what might make some reasonable defaults in order for the system to go without too much abuse. But now I definitely understand why defaults aren't allowed over 12 because you'd be able to get away with just raising Thaumatology. And, with the Path of Song and Dance, I have essentially just added another Thaumatology that doesn't have such a restriction. Is there any way to get around this or am I going to have to drop the idea of using techniques?

Also, last time I posted this, the Magical Incompetence was either shyly approved or flew under the radar. It was meant to essentially be quirk-level incompetence ten times over, but I actually reduced it from -10 points to -5 points in this draft. It prevents Perussinexians from using the standard paths and it prevents Eidolons from using Sorcery. But maybe it should be a quirk-level thing.
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elements, homebrew, perussinexus, ritual path magic, rpm


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