Quote:
Originally Posted by 4rc4num
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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Sounds good.
Quote:
Originally Posted by starslayer
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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I've used this idea in the Five Earths setting in my .sig, so I'm rather fond of it - also, it makes sense, since big disasters are exactly the sort of this that
would be easily noticed with precognition or predictive magics.