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Re: stuff and plot
Ahh... game solutions as opposed to rule solutions. *sniff* I'm so
proud...
> On the ep limiting thing, I feel the same about that as on every other
> subject having to do with limiting players. I disagree on a fundamental
> level with the limiting of spending, as opposed to the regulated allotment
> of it. It is immature to give out experience, then tell the players that
> they can't use it as they please.
Yep.
> My previously statement about
> restricted and nondefaultable and int based skills makes for a common
> sense approach to the limiting of skills. The skills that are "hazardous"
> should be restricted, just like dangerous materials and steel. If it is
> in the system, we shouldn't decide that people can't do or try things for
> game balance, we should restrict hot skills and materials so as to
> regulate their use and integrate them into the system.
Correct. I'd be all for requiring a teacher to go further. As I see it
lower level stuff is probably very easy to find a teacher. Doesn't
require a GM. Past rate 12 your options are to hunt down the godlike
teacher and beg him to teach you (incurring debt probably in the form
of having to adventure for him)... or... research/practice to do better
(at the same multiplier as spell research).
This means you can handle it in game, a good GM will provide the
teacher because then you become his tool. Or you can just pay the
eeps. All those eeps your saving up while searching for your teacher
(the one swordsman in the world who can teach you another point or
two) might need to get spent on research before you find him. The
quest to find these mythical teachers are also plot points. *gasp*
Player driven plot points instead of GMs coming up with lame adventures.
When you become the master, certainly you setup shop and let other
players come to you to do your bidding in exchange for cheap skills.
No doubt about it. Require a teacher or learn through experience (lots
of experience). At lower levels since there is probably a shload of
teachers this doesn't really matter. Past 12 is where I'd start
drawing the line and requiring a teacher. The same applies to Mages.
With priests this gets very tasty since (i've heard the rumor, there
is no rule) ranks above 12 cannot even be researched so there is no
one 4 ranks higher to teach you. So they get limited at 8... unless
there are some high priests who have the divine ability to make that
knowledge more accessible to the player... if so these gurus and wise
men must be found. This also gives the GM (in the form of the teacher)
to instill some of the ethics of their religion into the adventurer
before giving him divine word.
Just some ramblings in complete support of Jevan's belief that this
should be handled _in game_ in a manner that increases the campaign
rather than diminishes the fun. I think it'd be cool to have
adventurers who can say 'I studied under Master Bobo'.
-Steve