[quote=RMS;17333]That's true, but I don't see it as a problem. If you get up to 18-19, you either trade some in for some really good magic or horde it to be immune to petty magics. It's a trade off, but everyone I've played with would agree that the most economical way to play (in a pure min/max way) is keep POW around 13-14 so you can gain POW to trade in for more magic at a reasonable rate while still having a decent chance at attack/defense.
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Sure. But if you're in an environment where there's nothing to sacrifice POW on (which is true of at least of a couple of the BRP paranormal systems--the psychic system comes to mind) its not a choice, just the way the result will end up over time.
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Since the whole advance of time is generally background, I'm not sure it really matters in the big scheme of things. However, I suppose a move to having
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I know for a lot of people it can end up doing one of two things: 1. Distort the setting because its too easy to ramp up Power, or 2. Make the PCs really odd aberrations because their Power spikes incredibly faster than other people in the setting, depending on whether its assumed the same thing applies to NPCs or not.
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POW checks (as well as skill checks?) being based on time (every season for example) would elevate this. In fact, I was doing something similar in my
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I don't think the issue comes up as much with skills; even with relatively fast advancement of skill, there's not as much impact and its actually fairly hard to end up advancing grossly dispreportionately to what, say, a rich dillettant who just spent all his time training can do.
The thing with the Power issue is that in settings with no power sacrifice, it quickly makes the PCs juggernauts of resistance (and if mages themselves, attack), and in settings with Power sacrifice it can quickly rack up a lot of functional power (as it did in RQ in many games).
But yes, a frequency limit solves the problem (that's the take RQ: AIG took) but I'm not sure its an ideal solution.
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some additional ones for specific training. It was much easier than calculating the gains for trained skills via the rules and there weren't any rules for gaining skills per occupation after play started.
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Well, honestly, I suspect the designers didn't really expect PCs to be significantly operating in their original occupations after the start of play.