06-22-2012, 02:51 PM | #1 | |
Join Date: Nov 2009
Location: Oregon
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ALT GURPS II: Last Gasp (new optional FP rules from Pyramid)
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06-22-2012, 02:54 PM | #2 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
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I note with a certain amount of hesitation that it would be entirely possible to have a magical ER recover on an accelerated scale, such as that for AP, but faster. So your magical ER might recover by making a HT roll and recovering 1 ER plus 1 per Margin of success or something. So that a Do Nothing roll of 10 vs HT 10 (or say 10+Magery level) would restore 5 ER to your pool. BUT . . . if you cast-cast-cast back to back, you'll drain FP that take hours to recover. Granted, it's ANOTHER pile of crap to track. But the whole AP/FP thing basically says "you can jog steady for miles, or sprint for yards; slow and steady will get more done, but if you have to burn it all, it's going to cost you."
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 06-22-2012 at 03:18 PM. |
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06-22-2012, 03:18 PM | #3 |
Join Date: Nov 2009
Location: Oregon
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Re: Pyramid #3/44: Alternate GURPS II
Even if using ER instead of FP / AP for spells, I could see some casters accruing AP costs too. This would mostly be for low-skilled mages (who must perform more exaggerated rituals) and those with limited Magery (requiring dance or song, for example). Some spells may be intrinsically more physically draining, though. Blocking Spells should probably cost 1 AP like any other Active Defense, in addition to the energy cost of the spell. Likewise spells that put a lot of physical stress on the subject, such as Teleport / Blink or Shapeshift. Upper-tier spells may retain a small FP cost to cast, making them physically exhausting. All told, having three distinct resources to draw from can add some interesting variety for GM's willing to work it out.
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06-22-2012, 03:53 PM | #4 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/44: Alternate GURPS II
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I never really liked FP cost to power spells and consider it as over streamlining for ease of play. With ER and Threshold magery I see no real need for it, though I do like the idea of casting costing FP not to power the spells but to simulate the physical stress of casting.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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06-23-2012, 06:52 AM | #5 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Pyramid #3/44: Alternate GURPS II
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But it contained so much fun - fair wore me out reading it all, it did, and then some. On which subject, ie Fatigue, if you go into the red and then recover your green and yellow, I take it you are still penalised for the unrecovered red? Spellcasting: if not using ER or Threshold, powerstones would become very morish. Lots of cheap manastones to give you that little edge to stay out of the yellow zone. Really Big spells will leave you knackered for weeks. All sounds like extra fun to me. Not sure about actually using AP - might use it to set the time before you lose a FP for a battle. But I know people who will want to use it and make it alter the rate of your actions (pay extra to do more)
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06-23-2012, 06:59 AM | #6 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
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We did play some fights while developing this article (I had almost as many playtesters as I did for Technical Grappling, for example), and the system worked as it should. You still might not want to use it, but it will definitely change how the fights feel! Thanks for reading, and commenting. Doug
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06-24-2012, 01:46 PM | #7 |
Banned
Join Date: Aug 2004
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Re: Pyramid #3/44: Alternate GURPS II
For 100 points I can buy:
Regeneration (AP Recovery) 4 [100], and recover 4 AP per round. Or Regeneration: Fatigue Recovery 1FP per second [100], and spend 1 FP per round to recover 5 AP*, per round, and also regain FP fast. *50% of HT 10 Is this correct? |
06-24-2012, 02:01 PM | #8 |
Join Date: May 2008
Location: CA
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Re: Pyramid #3/44: Alternate GURPS II
Yeah, Regeneration (AP Recovery) seems a bit oddly priced with these rules.
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06-24-2012, 02:04 PM | #9 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
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Note that as you burn FP (since you seem to be saying the second one is more advantageous) your HT drops (as does your IQ, ST, and DX) and you'll be less effective in your, well, everything, but especially your Recovery Events will be less successful. Of course, since you spent 100 points to recover FP at 1/sec, these penalties will only last a few seconds at a time, but then, that might be enough. It may well be that recovering FP that fast, in combination with AP expenditure encompasses both so well that the cost of FP recovery needs to be increased. My thought on submission was that both of these things will provide basically the same amount of "unfairness," and are thus both reasonably priced.
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06-24-2012, 02:27 PM | #10 | ||
Banned
Join Date: Aug 2004
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Re: Pyramid #3/44: Alternate GURPS II
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10-9: ST -0%; DX -0; IQ -0; HT -0. 8-7: ST -10%; DX -1; IQ -1; HT -1. 6-5: ST -20%; DX -2; IQ -2; HT -2. 4-3: ST -30%; DX -3; IQ -3; HT -3. 2-1: ST -40%; DX -4; IQ -4; HT -4. Correct? At the start of every fight you have 10 FP*, Turn 0: you have 10 FP and 10 AP 1: Spend 10 AP, burn 1 FP to regain 5 AP; you now have 5 AP and 9FP, looking at the table above you have no penalties yet. 2: Regain 1 FP, You now have 10 FP and no no penalties yet, spend 5 AP, then burn 1 FP to regain 5 AP; you now have 5 AP and 9FP, looking at the table above you have no penalties yet. 3: Repeat 2 above. *As you have Regeneration: Fatigue Recovery 1FP per second [100] I think this is a reasonable assumption. With Regeneration (AP Recovery) 4 [100] you get: 0: you have 10 FP and 10 AP 1: Spend 10 AP, regain 4 AP; you now have 4 AP and 10FP, looking at the table above you have no penalties yet. 2: Spend 4 AP, regain 4 AP; You now have 10 FP and no penalties yet. 3: Repeat 2 above. Last edited by NineDaysDead; 06-24-2012 at 02:37 PM. |
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fatigue, fatigue points, pyramid 3/44 |
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