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Old 03-27-2016, 09:46 AM   #27
PK
 
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Default Re: [RPM] Altered Traits

Quote:
Originally Posted by rsqrdroberts View Post
I created a new thread that should have been a reply to this thread, so I am going to be doing more damage by re-asking it here. Apologies in advance.
It's okay -- I deleted that thread to avoid confusion.

And my answer as author is the same as it was on the first page of this thread, though I'll try to expand it a bit:
If you find yourself needing to reference specific, named GURPS traits to describe the game mechanics of your spell, then it needs Altered Traits. If you find that you can describe those game mechanics using nothing more than general terms and references to spell effects, then it doesn't . . . unless the GM thinks that it needs them for game balance.
That's a fuzzy answer, but RPM is an (intentionally) fuzzy system. Every ritual is a cooperative negotiation between the player and GM, so I hope this answer gives you some guidance in that regard.
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