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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I'm playing in a 1930s horror campaign (not Cthulhu) where the characters started with no extraordinary abilities, apart from the ability to perceive magic as a glow, without knowing what it was. They have now learned enough about the secret magic of the setting to start buying magical abilities, via magic as powers.
They are having to buy them out of awarded experience, usually 3 points per session, so buying things in small increments is very desirable, and Alternative Abilities are attractive. The Sorcery system is not so practical, because you need to spend quite a lot up-front on its enabling advantages. My character is trying to invest in healing and related abilities, but I have run into a problem. If you take Healing [30], Injuries Only -20% [24], and Healing [30], Diseases Only -40% [18], as an Alternative Ability [4], you end up having paid only 28 points for something that's as good as regular Healing. The actual builds have a lot more limitations, but this is the essence of the problem. I haven't been able to find a sensible way around this. Any suggestions?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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| Tags |
| alternative ability, healing, magic as powers, powers |
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