[gurps] GURPS: Nightbane?
tbone
tbone at gamesdiner.com
Wed May 13 02:01:32 CDT 2009
On 12 May 2009, at 19:22, Jon Lang wrote:
>> Expanding that into something more generic: I can't think of any
>> merit to
>> buying "potential" for something (like a skill) which you could buy
>> normally
>> during play, so the concept would be meaningful only to "reserve"
>> traits for
>> which the GM strictly enforces "must purchase at time of character
>> creation". As for a cost: I don't know, maybe 1/10 the cost of the
>> full
>> trait?
>
> A Perk, at best; possibly a zero-point Feature. All you're getting is
> the right to spend character points in a certain way.
Which can be a meaningful benefit when other players are denied the
right to spend points that way. Case in point would be traits like
Trained By a Master: part of the cost, as I understand is, is the
right to buy things other players can't.
I know the topic at hand is a little different from TBaM, though:
things that anybody can buy at character creation, but which only
those with "potential" can buy afterward.
A zero-point feature can work, as you suggest - though if the GM
allows that for some given trait, he's essentially ruling that the
trait *isn't* restricted after character creation. Seems that anyone
could buy it late in the game, at least as long as they claimed the
zero-point "potential" up front.
So for that reason, I think some nominal point cost sounds good as a
way to distinguish characters with this "potential" from those who can
never buy the trait after creation. Handled as a "down payment", as
you suggest.
T Bone
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