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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