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Old 11-14-2009, 11:57 AM   #113
Crakkerjakk
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Join Date: Sep 2005
Location: Albuquerque, NM
Default Re: Newcomer seeks advice: Ravenloft in GURPS?

Quote:
Originally Posted by HuManBing View Post
It occurs to me that there is an optional level of mana which is "very low" mana. Casting gets a -10 penalty to the skill level, and costs an extra Fatigue Point (never from Energy Reserve or Powerstones) before you even make the dice roll. Magical items need a Power of 25 or more to work, and cost the user 1 FP to activate.

This could be a better way of running the "Coastal" domains than merely making them No Mana. No Mana absolutely positively quashes all spellcasting, and may be better suited for Nosos or other modern era domain. Very Low Mana makes magic so difficult it's usually better not to bother... but if a group of PCs has a caster powerful enough (or desperate enough), you could see them try to whip up a spell or two.
I prefer the -10 to + 10 sliding scale Thumatology mentions to mimic Very Low Mana to Very High Mana. I find I'm much less hesitant to muck with the mana levels when I have 21 levels to play with, and it makes magic less of a "sure thing" than it otherwise is.
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