2009/5/12 Nils Richter <[email protected]>: > Bai Shen wrote: >> >> 3. High magical potential. Is there a way to do this in the rules? I >> can >> state it in fluff, but that seems hokey. >> > > "Potential" is the opposite part of "Taboo traits": they rule (mostly at > character generation) what later earned CP can be spend upon. > > In 3rd Edition, Taboo traits were mostly considered Quirks, worth -1 CP. In > 4th Edition, they were reduced to Zero-Point-Features (or removed entirely). > The reasoning was that "not being allowed to buy something" is not that much > more of a disadvantage than "choosing not to buy something". > > The same holds true for Potential. I agree with the newer ruling of treating > them as Zero-Point-Feature, because Player Characters have High Potential > per definition. > > If the difference between "Normals" and "Potentials" is very important to > your campaign background, you could treat it as a perk or a 1cp/lvl > advantage. But maybe it just carries another advantage, like a higher status > or a reputation for being a "Potential".
Or the other way around: *not* having potential being a disadvantage. Saluti, Marcelo Cortimiglia > > Nice dice, > Nils. > _______________________________________________ > GurpsNet-L mailing list <[email protected]> > http://mail.sjgames.com/mailman/listinfo/gurpsnet-l _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
