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#1 |
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Join Date: Jan 2017
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Another option, give 1 automatic quirk for every 100 energy plus all the quirks with failed rolls. You can rule that casting in a place of power remove a number of quirks equal the place bonus.
What do you think ? |
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#2 |
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Join Date: Dec 2006
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A method I have used to explain away the number of epic world changing events in a world where RPM exists is that: RPM magic creates 'echos' backward in time which allows magic-sensitive individuals to detect the casting.
This means that once spells start tipping the 200 energy range people have notice of them being put together, and the only way around this is elaborate chains of progressively less powerful scrywalls and scrys against attempts to break those scrywalls. Basically world destroying magic can be done, but there will be months of notice and lots of involved parties trying to stop it, basically moving it to 'plot point and quest generation' rather than 'legitimate fear that the town of mucksburg with a grand total of 1 onery witch and 30odd very angry peasants can be upset about the kings taxes and turn his castle into a smoking crater' Here's an older post about the concept: http://forums.sjgames.com/showpost.p...0&postcount=12 |
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#3 | ||
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Join Date: Dec 2012
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Quote:
Quote:
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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| Tags |
| alternate rules, ritual path magic, world building |
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