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#20 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
So either you'd have to accept the very real possibility of such conflict arising and staying around, or else create a rules solution. The most obvious solution would be to have preparer-ritualists need funds for their charms, so that they, too, run out of funds after a few weeks or at most a couple of months. That boils down to letting some types of player characters create non-permanent magic items. I like it on principle, but I've actually never done that in my own homebrew RPG, Sagatafl, because I haven't been able to find a good and non-world-impacting mechanic to limit it (my solution to limit permanent magic items simply doesn't work for non-permanent ones). World-impact is, at best, a secondary concern in DF, and anyway doesn't seem to be a real concern even in non-DF GURPS, so it is probably fairly doable. Another solution is to use Modular Abilities. This means each ritualist must buy a number of Charm Slots or Charm Units, during character creation, and is then limited to using that number of charms per adventure, but can of course buy more Slots with earned experience points. This removes funds from the equation, and means there's a limit to how much downtime a ritualist can benefit from, although charm-creation still has to require time, otherwise a ritualist can make replacement charms every night before going to bed. |
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| Tags |
| dungeon fantasy, path magic |
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