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Old 06-22-2012, 02:45 PM   #28
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Location: Yukon, OK
Default Re: Pyramid #3/44: Alternate GURPS II

Quote:
Originally Posted by DouglasCole View Post

So AP costs low enough to allow an adventurer to rap out several uses within a single combat engagement are crazy low if used in non-combat time.

This might say that, for example, you can EITHER spend 10 AP to power (say) a fireball spell for 1d, or 1 FP to power it for 10d Explosive! (or something like that). So if you choose to take the "yeah, I can do this over and over, with 10 sec between each one" route, you get a reliable, steady, low-level effect. If you do something that takes 2 hours to recover, you scorch the battlefield.
How about a meta rule?
In Combat your adrenaline allows you to convert FP spent on selected combat abilities (spells and advantages but not Extra Effort) to AP at the approved ratio. Ratio being as a possible example 5 AP per 1 FP.
Outside of combat and stressful urgent situations you use normal FP rules and costs.
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