05-18-2012, 08:58 PM | #21 |
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Join Date: Aug 2004
Location: Ventura CA
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Re: Talents for MH:RPM Paths okay?
Of course that's only a problem if you don't have a disadvantage limit or allow IQ! as a metatrait; neither of which seem to be good ideas if you are worried about munchkins.
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05-18-2012, 09:16 PM | #22 |
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Re: Talents for MH:RPM Paths okay?
I've never made a character that ever came close to the disadvantage limit even for low point games.
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05-18-2012, 09:17 PM | #23 |
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Re: Talents for MH:RPM Paths okay?
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05-18-2012, 09:35 PM | #24 | |
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Re: Talents for MH:RPM Paths okay?
Quote:
Either way doesn't matter much.
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05-18-2012, 09:40 PM | #25 |
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Re: Talents for MH:RPM Paths okay?
In which case you'd hit the disadvantage limit, which was my point. So-called "IQ!" doesn't actually exist. Unless you specifically make it a metatrait, it counts against the disadvantage limit, is limited in humans to IQ-4, and cannot be "purchased" after character creation (you can't just take a disadvantage after character creation and get the points back).
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05-18-2012, 09:42 PM | #26 | |
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Re: Talents for MH:RPM Paths okay?
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05-18-2012, 09:45 PM | #27 | ||
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Re: Talents for MH:RPM Paths okay?
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That's why RPM addresses this, offers advice, and softly suggests what I think is the most reasonable and balanced approach (in the form of Natural Caster, a 15-point Talent that covers a nice wide range of useful skills). It's made clear that the GM absolutely has the right to forbid Path skills from Talent (since they're as much "spell" as "skill") but also why he might not want to. I specifically put the Talent discussion into a box (as opposed to in the standard Advantages section) to emphasize that this isn't "the one right way" to handle this in RPM, just one of many.
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05-18-2012, 09:52 PM | #28 | ||
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Re: Talents for MH:RPM Paths okay?
Quote:
Quote:
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05-18-2012, 10:03 PM | #29 | |
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Re: Talents for MH:RPM Paths okay?
Quote:
Which book is it in?
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05-18-2012, 10:05 PM | #30 |
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Re: Talents for MH:RPM Paths okay?
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Tags |
ritual path magic, talent |
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