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#6 | |
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Join Date: Oct 2005
Location: Earth
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Quote:
I would only consider the OP's situation if the large lump represented some Signature Gear points for assets for each individual warrior (fighter craft? mounts? similar power gear{magical/superscience gear}?) or as other posters suggest, a paradign shift for the campaign (all become vampires? All get Super-radiation bath? all seem to die but meet 1000 years later in five different ways...) Or just adding a new team feature such as DR(Ablative, Force Field, Gadget)50 [50], To that, remember strictly the Rules As Written for noncinematic learning of skills not used is 200 hours of training and THEN you can spend 1cp to learn/improve a skill not used during the adventure (p.B292). (800h for languages! p.B25) OP has not described the campaign setting (it sounds supers?)As a GM I hope you have some "plan" for what those points would mean to each character, either adding a Lens or some specific place they will spend the points -- ... Thinking about RPGs, when defeating a new boss with a scary power the player often gains a variant of that power (or or on a run-up have to seek an ability to more easily defeat foes of the realm, mega-man style...(all our supers now have a new power technique to add "ice" to attacks now) Sometimes new training that adds "affects insubstantial" on powers, and eventually adding levels of +Cosmic to them could be in such steps to counter foes once defeated.
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- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
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| Tags |
| gm tips, gurps 4th, running campaigns |
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