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Old 07-10-2018, 11:22 PM   #15
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default Re: Decreased Mana Costs as an advantage

Quote:
Originally Posted by starslayer View Post

More skill == more spells maintained while still maintaining and effective skill of 16.
More skill == greater ability to deploy area spells in unusual situations (target 'the siege beast' location 'somewhere out there' situational 'on the other side of this wall'; done at -15, got 25 skill; its still worth rolling)
More skill == greater effect (ST 60 DX 30 phantom that needs to take 20 points of damage in a single hit to be killed and no rule of 16 on the disbelief; yes please)

Extra- more magery == greater potential effect (ball spells allow you to charge your magery per second for three seconds, beam spells your magery damage, etc).

Energy/maintenance cost is for the most part 'cheap' compared to the above factors (power items play into that, but powerstones are a thing in a non-DF game and carrying /swapping out a large stack of 6 point powerstones is not unreasonable and will cover most spellcasting situations).
Im not saying reduced FP cost is the only benefit, just the most popular one after a certain skill threshold.
That is 15 in a regular game, 20 in a high powered game.
When pricing the limitation value I wont to cover as much of the circumstances as may come up.
In my experience most mages will have a signature spell or maybe a combo they buy up and the rest they are happy with a 15 skill.
Buffers may work on a few they like to keep up, but thats not that common.
Thats worth 20 points (5 *4) per spell so this limited magery should be around 20 to 40 points. Your trading multiple spells at less energy vs. a better signature spell. To low and its too cheap and effective, too high and you look for other options. 30 pints seems good to me, 10 points way too low.
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