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Old 11-18-2024, 11:52 AM   #30
the_matrix_walker
 
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Join Date: May 2005
Location: Lynn, MA
Default Re: Lost in Dreams II (OCC)

Quote:
Originally Posted by ericthered View Post
He can pick it up quite quickly from a teacher: the big deal here is the number of defaults it unlocks.
What's kind of funny is I've been angling for him to take it for multiple reasons for a very long time.
Quote:
That makes sense. I always forget talent is supposed to increase the speed of learning. Probably because It doesn't get used that way too often in games. People use it to boost their core competency skills, and its so often either not present or its maxed out, and most games (other than this one or that one time I stuck people on 8 month interstellar voyages) don't do much in the way of in-game learning.
Peter keeps it pretty fast paced. His time use based learning has been limited to hiking (so much hiking) and survival. With magic, he gets a far superior "Montage-Based" learning speed for the first point (Or half point for Yaka, but there were a half dozen!)

Quote:
Two levels of talent for dreamers would make sense, giving good defaults on new magic skills and shifting hard skills into easy ones.
It does make sense. The lack of a skill bonus basic skill makes it feel like the dreamer is behind the curve learning magic in a place rather than ahead of it when it comes to skill and aptitude. They are way ahead in picking up that first point tho, obviously.

If you're cracking into the Dreamer template for updates, be sure to include the Energy Reserve. It's not actually listed on there!
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After the first 24 points in Thaumaturgy, its essentially a four point talent.
Totally valid! Now to learn it!
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I favor a 10-point talent for all magic in this style, but let me know what you want.
I don't think Peter should have any special aptitude in the Yrth Ritual Magic over that of other worlds.
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ahh, yes, the magic skill 15 breakpoint. Does it feel like power without that?
No it does not. If the spell has maintenance of 2, you have to get that bad boy up to 20 to maintain for free, and 21 to halve casting time. You need a high base skill if you're going to play a GURPS Basic Magic user with All The Powah!
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