02-13-2013, 10:39 PM | #11 | |
Join Date: Dec 2010
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Re: Somatic and Verbal Components
Quote:
The thing is, if you've got to bring your stuff, you've got to bring your stuff - there's a swiftly diminishing barrier to each additional bit of kit. Yeah, it's one more thing you can be deprived of, but the second isn't as burdensome as the first, and the third isn't as burdensome as the second. Same goes with ingredients. Being able to move freely and speak freely are obviously two different things, but an enemy in a position to impede one is often in a potion to impede the other - the second element is not as much of a limitation as the first. |
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02-14-2013, 06:09 AM | #12 |
Join Date: Sep 2004
Location: Canada
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Re: Somatic and Verbal Components
I broke down a big table of Spell Components, along with laying out the actual implications of taking the limitation (to justify the prices I put on them, or if you want to look at it the other way around, the prices are appropriate to the consequences ;)
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02-14-2013, 06:52 AM | #13 |
Join Date: Dec 2010
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Re: Somatic and Verbal Components
I quite like that table, it's a good breakdown. When I was first writing up this setting I was using a lot more of those sorts of components. The limitation nerf was introduced both for my own sanity and to set hard limits on the point break folks could get for things being onerous - the setting is sort of mages-as-superheroes, and I don't want to encourage undue hinderance on the powers. That said, I also houserule FP costs to be a much bigger break than they are by RAW - I'm trying to encourage one flavor of things and discourage the other, although I've been finding the propensity for players to take "all of the above, -80%" as the end-point limitation choice.
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limitations, magic, powers, somatic, verbal |
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