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Old 04-24-2016, 10:46 AM   #39
Pragmatic
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Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
Default Re: GURPS Dark Sun Conversion

Quote:
Originally Posted by Pragmatic View Post
Ritual Path Magic is out.
Found this thread on SJ Games about using Powers to do preserving/defiling.

Now I'm thinking that RPM could be back in. Have default Dark Sun wizards apply disadvantages (starting with Lifebane) linked to RPM advantages (say, the two time-based components of Ritual Adept and to some additional RPM magery), but otherwise leaving the basics of RPM alone.

Thus, it suits my view of "the only difference between bog-standard 'defilers' and bog-standard 'preservers' is that preservers don't draw on the extra power they can get from defiling."

The temptation is always there. Is this a situation where a little defiling is justified, as a necessary evil for the greater good?

Defilers would link more disadvantages to their RPM advantages (say, the other two parts of Ritual Adept, all of their Magery, add more defiling-tainted Magery, and so on). Preservers would buy off the linked disadvantages, to have untainted advantages.

And it all ignores the whole "how much terrain is defiled" problem.

What disadvantage (or advantage?) would reflect causing damage to large plants (trees) or animals larger than a rodent?
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